vertexShaderCode = `#version 300 es
precision highp float;
// View and projection matrices and time for animation
uniform mat4 view;
uniform mat4 projection;
uniform float time;
const float PI_OVER_180 = 3.14159265359;
// Input attributes
in vec2 position;
void main(void)
{
// Rotate the triangle slowly (our model matrix)
float angle = 0.2 * PI_OVER_180 * time;
float c = cos(angle); float s = sin(angle);
mat4 rot = mat4(c, s, 0., 0., -s, c, 0., 0., 0., 0., 1., 0., 0., 0., 0., 1.);
gl_Position = projection * view * rot * vec4(position, 0.0, 1.0);
}
`