/**
 * Copyright © 2009-2010 Kirill Gavrilov <kirill@sview.ru>
 *
 * This code is licensed under MIT license (see docs/license-mit.txt for details).
 */

// per-vertex input
attribute vec4 vVertex;
attribute vec2 vTexCoord;

// outs to fragment shader
varying vec2 fTexCoord;

void main(void) {
    fTexCoord = vTexCoord;
    // note - projection matrix not applied!
    gl_Position = vVertex;
}
