#version 120 uniform mat4 u_projectionMatrix; attribute vec2 a_position; attribute vec2 a_texcoord; attribute vec4 a_color; varying vec2 v_texcoord; varying vec4 v_color; void main() { v_texcoord = a_texcoord; v_color = a_color; gl_Position = u_projectionMatrix * vec4(a_position.xy, 0, 1); }