precision highp float;
attribute vec4 position;
attribute vec2 inputTextureCoordinate;
attribute vec2 inputTextureCoordinate2;
varying vec2 textureCoordinate;
varying vec2 maskCoordinate;

uniform mat4 posMatRotate;


void main(){
    gl_Position = position * posMatRotate;
    textureCoordinate = inputTextureCoordinate;
    maskCoordinate = inputTextureCoordinate2;
}