uniform mat4 ModelViewProjectionMatrix; /* Keep in sync with intern/opencolorio/gpu_shader_display_transform_vertex.glsl */ in vec2 texCoord; in vec2 pos; out vec2 texCoord_interp; void main() { gl_Position = ModelViewProjectionMatrix * vec4(pos.xy, 0.0f, 1.0f); gl_Position.z = 1.0; texCoord_interp = texCoord; }