#version 130
#extension all : warn

#pragma STDGL invariant(all)
#pragma optimize(on)
#pragma debug(on)

/* Uniform */
uniform mat4 projection_matrix;
uniform mat4 modelview_matrix;

/* In */
in vec3 b_Vertex;
in vec2 b_TexCoord;

/* Out */
out vec2 texCoord1;

/* Main */
void main(void)
{
	vec4 pos = modelview_matrix * vec4(b_Vertex, 1.0);
	texCoord1 = b_TexCoord;
	gl_Position = projection_matrix * pos;
}
