attribute vec4 a_Position;
uniform vec4 u_Transition;
uniform float u_SinB, u_CosB;
void main(){
gl_Position.x = a_Position.x * u_CosB - a_Position.y * u_SinB + u_Transition.x;
gl_Position.y = a_Position.x * u_SinB + a_Position.y * u_CosB + u_Transition.y;
gl_Position.z = a_Position.z;
gl_Position.w = a_Position.w + u_Transition.w;
gl_PointSize = 10.0;
}
precision mediump float;
uniform vec4 u_FragColor;
void main(){
gl_FragColor = u_FragColor;
}