#ifdef GL_ES precision mediump float; precision mediump int; #endif // Input : attribute vec2 EW_coord2d; attribute vec2 EW_widgetPropertyPos; uniform mat4 EW_MatrixTransformation; // output : varying vec2 v_position; // This will be passed into the fragment shader. varying vec2 v_propPos; void main(void) { gl_Position = EW_MatrixTransformation * vec4(EW_coord2d, 0.0, 1.0); // transmit position of the curent element (intermolated ...) v_position = EW_coord2d; v_propPos = EW_widgetPropertyPos; }