| 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; | |
| } | |