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