uniform mat4 uMatrixMvp; #ifdef VERTEX_POSITION attribute vec4 aPosition0; #endif //VERTEX_POSITION #ifdef VERTEX_POSITION_BLEND attribute vec4 aPosition1; uniform float uPositionWeight; #endif //VERTEX_POSITION_BLEND void main() { #ifdef VERTEX_POSITION_BLEND vec4 position = aPosition0 * uPositionWeight + aPosition1 * (1.0 - uPositionWeight); position = vec4(position.xyz, 1.0); #else #ifdef VERTEX_POSITION vec4 position = vec4(aPosition0.xyz, 1.0); #endif // VERTEX_POSITION #endif //VERTEX_POSITION_BLEND gl_Position = uMatrixMvp * position; }