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