const VERTEX_SHADER_3D_PHOTO = ` precision highp float; uniform vec3 iResolution; // viewport resolution (in pixels) varying vec2 fragCoord, vUv; varying vec4 mvPosition; void main() { vUv = uv; fragCoord = vec2(uv.x * iResolution.x, uv.y * iResolution.y); mvPosition = modelViewMatrix * vec4(position, 1.0); gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0); } `;