uniform mat4 ModelViewProjectionMatrix; uniform mat4 ModelViewMatrix; #if __VERSION__ >= 130 in vec3 Position; in vec2 Texcoord; in vec2 SecondTexcoord; out vec2 uv; out vec2 uv_bis; out float camdist; #else attribute vec3 Position; attribute vec2 Texcoord; attribute vec2 SecondTexcoord; varying vec2 uv; varying vec2 uv_bis; varying float camdist; #endif void main() { gl_Position = ModelViewProjectionMatrix * vec4(Position, 1.); uv = Texcoord; uv_bis = SecondTexcoord; camdist = length(ModelViewMatrix * vec4(Position, 1.)); }