uniform mat4 u_mat4_mdv; uniform mat4 u_mat4_prj; attribute vec3 a_v3_vtx; attribute float a_flt_txcy; varying float v_flt_txcy; void main() { vec4 vPosES = u_mat4_mdv * vec4(a_v3_vtx.x, a_v3_vtx.y, a_v3_vtx.z, 1.0); v_flt_txcy = a_flt_txcy; gl_Position = u_mat4_prj * vPosES; }