1uniform mat4 g_WorldViewProjectionMatrix;
2
3attribute vec4 inPosition;
4attribute vec4 inColor;
5attribute vec4 inIndex;
6
7varying vec4 color;
8
9void main() {
10 vec2 pos = (g_WorldViewProjectionMatrix * inPosition).xy;
11 gl_Position = vec4(pos, 0.0, 1.0);
12
13 color = inIndex;
14}