1 attribute mediump vec3 aPosition; // DALi shader builtin
2 uniform mediump mat4 uMvpMatrix; // DALi shader builtin
4 varying mediump vec3 vTexCoord;
9 mediump vec4 vertexPosition = vec4(aPosition, 1.0);
10 vec4 clipSpacePosition = uMvpMatrix * vertexPosition;
11 gl_Position = clipSpacePosition.xyww; // Writes 1.0, the maximum depth value, into the depth buffer.
12 // This is an optimization to avoid running the fragment shader
13 // for the pixels hidden by the scene's objects.