#version 100 precision mediump int; precision mediump float; uniform mat4 worldViewProj; attribute vec4 vertex; attribute vec2 uv0; varying vec2 oUv0; varying vec2 oUv1; void main() { // Use standardise transform, so work accord with render system specific (RS depth, requires texture flipping, etc) gl_Position = worldViewProj * vertex; // Convert to image-space oUv0 = uv0; oUv1 = oUv0; }