1 attribute vec4 a_vertex;
2 attribute vec3 a_normal;
4 uniform mat4 u_modelViewProjMatrix;
12 uniform MyStruct u_struct;
13 uniform float u_array[4];
15 varying vec3 v_normal;
20 gl_Position = u_modelViewProjMatrix * a_vertex +
21 vec4(u_struct.x, u_struct.y, 0, 1) +
22 vec4(u_array[0], u_array[1], u_array[2], u_array[3]);