export default function verShaderTrans():string{ return ` attribute vec2 a_pos; attribute highp vec3 a_clr; uniform float cosR; uniform float sinR; uniform float transX; uniform float transY; varying highp vec3 vColor; // x1 = cos(r) * x - sin(r) * y // y1 = sin(r) * x + cos(r) * y void main(void) { gl_Position = vec4( transX + (cosR * a_pos.x - sinR * a_pos.y ), transY + (sinR * a_pos.x + cosR * a_pos.y ), 0.0 , 1.0); vColor = a_clr; } `; }