attribute vec4 m_Position; attribute vec2 m_TexCoord; attribute float m_Time; varying vec4 v_Color; varying vec2 v_TexCoord; uniform float g_FadeClock; void main(void) { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; //m_Position; v_Color = vec4(1.0, 0.0, 0.0, g_FadeClock); v_TexCoord = m_TexCoord; }