uniform mat4 u_mat4_mdv; uniform mat4 u_mat4_prj; uniform vec4 u_flt_mask_pos; attribute vec3 a_v3_vtx; //attribute vec2 a_v2_txc; attribute float a_flt_alpha; //varying vec2 v_v2_txc; varying vec2 v_v2_txc_mask; varying float v_flt_alpha; void main() { vec4 vPosES = u_mat4_mdv * vec4(a_v3_vtx.x, a_v3_vtx.y, a_v3_vtx.z, 1.0); //v_v2_txc = a_v2_txc; gl_Position = u_mat4_prj * vPosES; v_flt_alpha = a_flt_alpha; v_v2_txc_mask.x = (a_v3_vtx.x-u_flt_mask_pos.x)/(u_flt_mask_pos.z-u_flt_mask_pos.x); v_v2_txc_mask.y = (a_v3_vtx.y-u_flt_mask_pos.w)/(u_flt_mask_pos.y-u_flt_mask_pos.w); }