attribute vec2 a_position; attribute vec2 a_normal; attribute vec2 a_colorTexCoords; uniform vec2 u_position; uniform float u_length; uniform mat4 projection; varying vec2 v_colorTexCoords; void main() { gl_Position = vec4(u_position + a_position + u_length * a_normal, 0, 1) * projection; v_colorTexCoords = a_colorTexCoords; }