attribute highp vec3 inVertex; | |
attribute mediump vec2 inTexCoord; | |
uniform highp mat4 MVPMatrix; | |
uniform float fUOffset; | |
varying mediump vec2 TexCoord; | |
void main() | |
{ | |
gl_Position = MVPMatrix * vec4(inVertex, 1.0); | |
// Pass through texcoords | |
TexCoord = inTexCoord; | |
TexCoord.x += fUOffset; | |
} | |