attribute vec3 vertexPosition; attribute vec2 vertexTexCoord; varying vec3 position; varying vec2 texCoord; uniform mat4 modelView; uniform mat4 mvp; uniform vec2 texCoordOffset; void main() { texCoord = vertexTexCoord + texCoordOffset; position = vec3( modelView * vec4( vertexPosition, 1.0 ) ); gl_Position = mvp * vec4( vertexPosition, 1.0 ); }