#version 300 es in vec4 aPosition; uniform float uTheta; void main() { float s = sin(uTheta); float c = cos(uTheta); gl_Position.x = -s * aPosition.y + c * aPosition.x; gl_Position.y = s * aPosition.x + c * aPosition.y; gl_Position.z = 0.0; gl_Position.w = 1.0; }