uniform mat4 ModelViewProjectionMatrix; uniform mat4 TextureMatrix; #if __VERSION__ >= 130 in vec3 Position; in vec2 Texcoord; in vec4 Color; out vec2 uv; out vec4 color; #else attribute vec3 Position; attribute vec2 Texcoord; varying vec2 uv; #endif void main() { uv = (TextureMatrix * vec4(Texcoord, 1., 1.)).xy; gl_Position = ModelViewProjectionMatrix * vec4(Position, 1.); color = Color; }