#version 120 attribute mat4 vWorld; attribute vec3 vPosition; attribute vec2 vTexcoord; uniform mat4 view; uniform mat4 proj; varying vec2 fTexcoord; varying float fDepth; void main() { fTexcoord = vTexcoord; vec4 screen_position = proj * view * vWorld * vec4(vPosition, 1); fDepth = screen_position.z / screen_position.w; gl_Position = screen_position; }