// This shader should not execute if the mesh is attached because a_triangleCoord is only available in detached meshses. | |
precision mediump float; | |
attribute vec3 a_triangleCoord; | |
attribute vec4 a_position; | |
uniform mat4 u_projectionMatrix; | |
void main() | |
{ | |
gl_Position = u_projectionMatrix * a_position; | |
} |