uniform mat4 u_projTrans; attribute vec4 a_position; attribute vec2 a_texCoord0; attribute vec4 a_color; varying vec4 v_color; varying vec2 v_texCoords; uniform vec2 u_viewportInverse; void main(){ gl_Position = u_projTrans * a_position; v_texCoords = a_texCoord0; v_color = a_color; }