// The shader source is used when the MeshActor is not touched attribute mediump vec3 aPosition; attribute mediump vec3 aNormal; attribute highp vec2 aTexCoord; uniform mediump mat4 uMvpMatrix; varying mediump vec2 vTexCoord; void main() { gl_Position = uMvpMatrix * vec4( aPosition.xy, 0.0, 1.0 ); vTexCoord = aTexCoord.xy; }