#version 120 /* Uniform */ uniform mat4 projection_matrix; uniform mat4 modelview_matrix; /* In */ in vec3 b_Vertex; in vec2 b_TexCoord; /* Out */ out vec2 texCoord1; /* Main Program */ void main(void) { vec4 pos = modelview_matrix * vec4(b_Vertex, 1.0); texCoord1 = b_TexCoord; gl_Position = projection_matrix * pos; }