R"glsl( //------------------------------------------------------------------------------------ // Global variables //------------------------------------------------------------------------------------ uniform vec4 g_DissipationFactors; uniform vec4 g_SourceComponents; uniform vec4 g_UVOffsets; uniform sampler2D g_samplerDisplacementMap; 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";