#version 300 es precision highp float; layout(location = 0) in vec2 a_position; layout(location = 1) in vec2 a_texCoord; out vec3 v_texCoord; uniform float u_nowFrame; uniform mat3 u_transform; void main() { vec3 transformed = u_transform * vec3(a_position, 1.0); v_texCoord = vec3(a_texCoord, u_nowFrame); gl_Position = vec4(transformed.xy, 0.95, 1.0); }