precision mediump float; | |
attribute vec4 a_position; | |
attribute vec2 a_texCoord; | |
uniform mat4 u_projectionMatrix; | |
uniform float offset; | |
varying vec2 v_texCoord; | |
void main() | |
{ | |
gl_Position = u_projectionMatrix * (a_position + vec4(0.0, offset, 0.0, 0.0)); | |
v_texCoord = a_texCoord; | |
} |