uniform mat4 ModelViewProjectionMatrix; #if __VERSION__ == 120 attribute vec2 pos; attribute vec2 uvs; varying vec2 texCoord_interp; #else in vec2 pos; in vec2 uvs; out vec2 texCoord_interp; #endif void main() { gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0); texCoord_interp = uvs; }