Yes, you need vertex and fragment shaders, but they can be relatively simple. I would recommend starting with the Mozilla example, as suggested by Ido, and after you run it, remove the 3D aspect. In particular, you do not need uMVPMatrix and uPmatrix, and your coordinate array may be 2D. For the vertex shader, this means:
attribute vec3 aVertexPosition;
attribute vec2 aTextureCoord;
varying highp vec2 vTextureCoord;
void main(void) {
gl_Position = vec4(aVertexPosition, 0.0, 1.0);
vTextureCoord = aTextureCoord;
}
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