#version 100 precision mediump float; uniform mat4 ProjMtx; attribute vec2 Position; attribute vec2 UV; attribute vec4 Color; varying vec2 Frag_UV; varying vec4 Frag_Color; void main() { Frag_UV = UV; Frag_Color = Color; gl_Position = ProjMtx * vec4(Position.xy, 0.0, 1.0); }