#version 300 es layout(location = 0) in vec3 aPos; layout(location = 1) in vec4 aColor; layout(location = 2) in vec2 aTexCoord; // u: head-anchored tiling (negative tail-ward, wrapped by GL_REPEAT); v: 0..1 across the strip #include "_graphics_uniforms.glsl" out vec2 vTexCoord; out vec4 vColor; void main() { gl_Position = u_viewProjection * vec4(aPos, 1.0); vTexCoord = aTexCoord; vColor = aColor; }