attribute vec2 aVertexPosition; attribute vec2 aTextureCoord; varying highp vec2 vTextureCoord; void main(void) { vTextureCoord = aTextureCoord; gl_Position = vec4(aVertexPosition, 0.0, 1.0); }
precision highp float; varying highp vec2 vTextureCoord; uniform sampler2D uSampler; void main(void) { gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t)); }