1 // The shader source is used when the MeshActor is not touched
3 attribute mediump vec3 aPosition;
4 attribute mediump vec3 aNormal;
5 attribute highp vec2 aTexCoord;
6 uniform mediump mat4 uMvpMatrix;
7 varying mediump vec2 vTexCoord;
11 gl_Position = uMvpMatrix * vec4( aPosition.xy, 0.0, 1.0 );
12 vTexCoord = aTexCoord.xy;