attribute vec2 aVertexPosition; attribute vec2 aTextureCoord; attribute vec4 aColor; uniform vec2 offset; uniform mat3 projectionMatrix; varying vec2 vTextureCoord; varying vec4 vColor; void main(void) { gl_Position = vec4((projectionMatrix * vec3((aVertexPosition+offset), 1.0)).xy, 0.0, 1.0); vTextureCoord = aTextureCoord; vColor = vec4(aColor.rgb * aColor.a, aColor.a); }