attribute highp vec3 a_pos_3f;
uniform lowp mat4 u_matrix;
varying highp vec3 v_uv;
void main() {
const mat3 half_neg_pi_around_x = mat3(1.0, 0.0, 0.0,
0.0, 0.0, -1.0,
0.0, 1.0, 0.0);
v_uv = half_neg_pi_around_x * a_pos_3f;
vec4 pos = u_matrix * vec4(a_pos_3f, 1.0);
// Enforce depth to be 1.0
gl_Position = pos.xyww;
}