R"glsl( //------------------------------------------------------------------------------------ // Global variables //------------------------------------------------------------------------------------ uniform vec4 g_Scales; uniform vec4 g_OneTexel_Left; uniform vec4 g_OneTexel_Right; uniform vec4 g_OneTexel_Back; uniform vec4 g_OneTexel_Front; uniform sampler2D g_textureDisplacementMap; varying float2 vInterpTexCoord; attribute float4 vInPos; attribute float2 vInTexCoord; void main() { // No need to do matrix transform. gl_Position = vInPos; // Pass through general texture coordinate. vInterpTexCoord = vInTexCoord; } )glsl";