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attribute vec3 a_Position;
attribute vec2 a_TexCoord;
//uniform mat4 g_ModelMatrix;
//uniform mat4 g_ViewProjectionMatrix;
uniform mat4 g_ModelViewProjectionMatrix;
uniform vec3 g_ViewUp;
uniform vec3 g_ViewRight;
varying vec2 v_TexCoord;
void main() {
vec3 position = a_Position +
(g_ViewRight * -(a_TexCoord.x-0.5) +
g_ViewUp * (a_TexCoord.y-0.5)) * -0.5;
gl_Position = mul(vec4(position, 1.0), g_ModelViewProjectionMatrix);
v_TexCoord = a_TexCoord;
}