vertex shader
attribute vec3 kzPosition;
attribute vec2 kzTextureCoordinate0;
uniform highp mat4 kzProjectionCameraWorldMatrix;
varying mediump vec2 vTexCoord;
void main()
{
precision mediump float;
vTexCoord = kzTextureCoordinate0; //纹理坐标
gl_Position = kzProjectionCameraWorldMatrix * vec4</