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