#version 100 #ifdef GL_FRAGMENT_PRECISION_HIGH precision highp float; #else precision mediump float; #endif uniform mat4 view_matrix; uniform mat4 world_matrix; uniform vec4 mult_color; uniform vec4 add_color; uniform mat3 u_matrix; attribute vec2 position; attribute vec4 color; varying vec2 frag_uv; void main() { frag_uv = vec2(u_matrix * vec3(position, 1.0)); gl_Position = view_matrix * world_matrix * vec4(position, 0.0, 1.0); }