/* Input */ uniform mat4 u_MVPMatrix; /* A constant representing the combined model/view/projection matrix. */ in vec2 a_Position; /* Per-vertex position information - DKS: Note I changed this from 3D to 2D */ in vec4 a_Color; /* Per-vertex color information */ in vec2 a_Texcoord0; /* Per-vertex texcoord information */ /* Output */ out vec4 v_Color; /* This will be passed into the fragment shader. */ out vec2 v_Texcoord0; void main() { /* Send the color to the fragment shader */ v_Color = a_Color; /* Send the texcoords to the fragment shader */ v_Texcoord0 = a_Texcoord0; /* gl_Position is a special variable used to store the final position. */ /* Multiply the vertex by the matrix to get the final point in normalized screen coordinates. */ gl_Position = u_MVPMatrix * vec4(a_Position, 0.0f, 1.0f); /* DKS: Note I changed a_Position from 3D to 2D */ }