attribute vec3 a_position; attribute vec2 a_colorTexCoord; uniform mat4 modelView; uniform mat4 projection; uniform mat4 pivotTransform; varying vec2 v_colorTexCoord; void main() { vec2 transformedAxisPos = (vec4(a_position.xy, 0.0, 1.0) * modelView).xy; vec4 pos = vec4(transformedAxisPos, a_position.z, 1.0) * projection; v_colorTexCoord = a_colorTexCoord; gl_Position = applyPivotTransform(pos, pivotTransform, 0.0); }