1 attribute mediump vec3 aPosition;
2 uniform mediump mat4 uMvpMatrix;
3 varying mediump vec3 vTexCoord;
7 vTexCoord.x = aPosition.x;
8 vTexCoord.y = -aPosition.y; // convert to GL coords
9 vTexCoord.z = aPosition.z;
11 mediump vec4 vertexPosition = vec4(aPosition, 1.0);
12 vec4 clipSpacePosition = uMvpMatrix * vertexPosition;
13 // Writes 1.0, the maximum depth value, into the depth buffer.
14 // This is an optimization to avoid running the fragment shader
15 // for the pixels hidden by the scene's objects.
16 gl_Position = clipSpacePosition.xyww;