#version 300 es in vec2 a_position; // Opacity in float a_opacity; out float v_opacity; // UV coordinate in vec2 a_texcoord; out vec2 v_texcoord; // Texture res in vec2 a_res; out vec2 v_res; // Texture number in lowp float a_textureIndex; out lowp float v_textureIndex; in vec4 a_tint; out vec4 v_tint; uniform mat4 u_matrix; void main(){ // Set the vertex position using the ortho transform matrix gl_Position=u_matrix*vec4(a_position,0.,1.); // Pass through the Opacity to the fragment shader v_opacity=a_opacity; // Pass through the UV coord to the fragment shader v_texcoord=a_texcoord; v_res = a_res; // Pass through the texture number to the fragment shader v_textureIndex=a_textureIndex; // Pass through the tint v_tint=a_tint; }