1 attribute mediump vec3 aCoefficient;
2 uniform mediump mat4 uMvpMatrix;
3 uniform mediump vec3 uPosition[MAX_POINT_COUNT];
4 varying lowp vec2 vCoefficient;
8 int vertexId = int(aCoefficient.z);
9 gl_Position = uMvpMatrix * vec4(uPosition[vertexId], 1.0);
11 vCoefficient = aCoefficient.xy;