#version 130 /* Uniform */ uniform mat4 projection_matrix; uniform mat4 modelview_matrix; /* In */ in vec3 a_Vertex; in vec3 a_Color; in vec2 a_TexCoord; /* Out */ out vec4 color0; out vec2 texCoord0; /* Main */ void main(void) { /* Version 2 */ texCoord0 = a_TexCoord; color0 = vec4(a_Color, 1.0); vec4 pos = modelview_matrix * vec4(a_Vertex, 1.0); gl_Position = projection_matrix * pos; /* Version 1 */ /*color0 = vec4(a_Color, 1.0);*/ }