attribute mediump vec3 aCoefficient; uniform mediump mat4 uMvpMatrix; uniform mediump vec3 uPosition[MAX_POINT_COUNT]; varying lowp vec2 vCoefficient; void main() { int vertexId = int(aCoefficient.z); gl_Position = uMvpMatrix * vec4(uPosition[vertexId], 1.0); vCoefficient = aCoefficient.xy; }