uniform mat4 ModelViewProjectionMatrix; #if __VERSION__ == 120 attribute vec2 texCoord; attribute vec3 pos; varying vec2 texCoord_interp; #else in vec2 texCoord; in vec3 pos; out vec2 texCoord_interp; #endif void main() { gl_Position = ModelViewProjectionMatrix * vec4(pos.xyz, 1.0f); texCoord_interp = texCoord; }