#ifdef GL_ES precision highp float; #else #define highp #define mediump #define lowp #endif attribute vec4 a_pos; #ifdef SUPPORTED_GL_OES_30 attribute mat4 a_model; #else uniform mat4 u_model; #define a_model u_model #endif uniform mat4 u_projectionView; uniform vec3 u_corner0; uniform vec3 u_corner1; uniform vec3 u_corner2; uniform vec3 u_corner3; void main(void) { vec3 pos = u_corner0 * a_pos.x + u_corner1 * a_pos.y + u_corner2 * a_pos.z + u_corner3 * a_pos.w; gl_Position = u_projectionView * vec4(pos, 1.0); }