attribute mediump vec3 aPosition;
attribute mediump vec2 aTexCoord;
uniform mediump mat4 uModelView;
uniform mediump mat4 uProjection;
uniform mediump mat4 uMvpMatrix;
uniform mediump mat3 uNormalMatrix;
uniform mediump mat4 uModelMatrix;
uniform mediump mat4 uViewMatrix;
uniform mediump vec4 uColor;
varying mediump vec2 vTexCoord;
uniform mediump vec4 sTextureRect;
uniform mediump vec4 sEffectRect;
void main()
{
gl_Position = uMvpMatrix * vec4(aPosition, 1.0);
vTexCoord = aTexCoord;
}
uniform sampler2D sTexture;
uniform sampler2D sEffect;
uniform mediump vec4 sTextureRect;
uniform mediump vec4 sEffectRect;
uniform mediump vec4 uColor;
varying mediump vec2 vTexCoord;
void main()
{
gl_FragColor = texture2D(sTexture, vTexCoord) * uColor;
}