attribute vec2 m_Position; attribute vec2 m_TexCoord; attribute float m_Time; varying vec4 v_Colour; varying vec2 v_TexCoord; uniform mat4 g_ProjMatrix; uniform float g_FadeClock; void main(void) { gl_Position = g_ProjMatrix * vec4(m_Position, 1.0, 1.0); v_Colour = vec4(1.0, 1.0, 1.0, m_Time - g_FadeClock); v_TexCoord = m_TexCoord; }