attribute float aScale; uniform float uPixelRatio; uniform float uTime; varying vec2 vUv; varying vec3 vPosition; void main() { vec4 modelPosition = modelMatrix * vec4(position, 1.0); vec4 viewPosition = viewMatrix * modelPosition; vec4 projectionPosition = projectionMatrix * viewPosition; gl_Position = projectionPosition; vUv = uv; vPosition = position; }