attribute vec3 attr_Position; attribute vec4 attr_TexCoord0; // Uniforms layout(shared) uniform ViewMatrices { uniform highp mat4 u_ViewMatrices[NUM_VIEWS]; }; layout(shared) uniform ProjectionMatrix { uniform highp mat4 u_ProjectionMatrix; }; uniform highp mat4 u_ModelMatrix; varying vec2 var_TexCoords; void main() { gl_Position = u_ProjectionMatrix * (u_ViewMatrices[gl_ViewID_OVR] * (u_ModelMatrix * vec4(attr_Position, 1.0))); var_TexCoords = attr_TexCoord0.st; }