#version 120 /* Uniform */ uniform mat4 projection_matrix; uniform mat4 modelview_matrix; /* In */ in vec2 f_Vertex; in vec2 f_TexCoord; /* Out */ out vec2 texCoord3; /* Main Program */ void main(void) { texCoord3 = f_TexCoord; vec4 pos = modelview_matrix * vec4(f_Vertex, 0.0, 1.0); gl_Position = projection_matrix * pos; }