attribute float aScale; uniform float uPixelRatio; uniform float uTime; void main() { vec4 mvPosition = vec4(position, 1.0); #ifdef USE_INSTANCING mvPosition = instanceMatrix * mvPosition; #endif vec4 modelPosition = modelMatrix * mvPosition; vec4 viewPosition = viewMatrix * modelPosition; vec4 projectionPosition = projectionMatrix * viewPosition; gl_Position = projectionPosition; }