//combined projection and view matrix uniform mat4 uProjection; uniform vec4 uColor; //"in" attributes from our SpriteBatch attribute vec3 Position; attribute vec2 TexCoord; //"out" varyings to our fragment shader varying vec4 vColor; varying vec2 vTexCoord; void main() { vColor = uColor; vTexCoord = TexCoord; gl_Position = uProjection * vec4(Position, 1.0); }