#version 300 es precision mediump float; in vec2 aPosition; in vec2 aTexCoord; out vec2 vUV; uniform vec3 uSize; uniform mat4 uMvpMatrix; void main() { vec4 vertexPosition = vec4(aPosition, 0.0, 1.0); vertexPosition.xyz *= uSize; gl_Position = uMvpMatrix * vertexPosition; vUV = aTexCoord; }