attribute highp vec4 a_position; attribute mediump vec2 a_texCoord; uniform highp mat4 matrix; varying mediump vec2 v_yaTexCoord; varying mediump vec2 v_uvTexCoord; uniform mediump vec2 yaTexScale; uniform mediump vec2 yaTexOffset; uniform mediump vec2 uvTexScale; uniform mediump vec2 uvTexOffset; in float _qt_order; uniform float _qt_zRange; void main() { gl_Position = matrix * a_position; v_yaTexCoord = a_texCoord * yaTexScale + yaTexOffset; v_uvTexCoord = a_texCoord * uvTexScale + uvTexOffset; gl_Position.z = (gl_Position.z * _qt_zRange + _qt_order) * gl_Position.w; }