#version 300 es #ifdef HIGHP precision highp float; #else precision mediump float; #endif in vec3 aPosition; in vec2 aTexCoord; out vec2 vUV; uniform vec3 uSize; uniform mat4 uProjection; uniform mat4 uModelMatrix; uniform mat4 uViewMatrix; uniform vec2 uTilt; void main() { vec4 vPosition = vec4( aPosition * uSize, 1.0); vec4 mPosition = uModelMatrix * vPosition; mPosition.xy += 0.3 * uTilt * mPosition.z; gl_Position = uProjection * uViewMatrix * mPosition; #ifdef FLIP_V vUV = vec2(aTexCoord.x, 1.0 - aTexCoord.y); #else vUV = aTexCoord; #endif }