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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;
}
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