"use strict" ;

const vertex =
`attribute vec2 aVertexPosition;
attribute vec2 aTextureCoord;

uniform mat3 projectionMatrix;
varying vec2 vTextureCoord;

void main(void)
{
    gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);
    vTextureCoord = aTextureCoord;
}`;

export default vertex ;