attribute vec4 a_position; attribute vec4 a_color; attribute vec2 a_texCoord0; uniform mat4 u_projectionViewMatrix; varying vec4 v_color; varying vec2 v_texCoords; void main() { v_color = a_color; v_color.a = v_color.a * (255.0/254.0); v_texCoords = a_texCoord0; gl_Position = u_projectionViewMatrix * a_position; }