#version 140 uniform v_inputs { mat4 view_proj; }; // positions are in world space in vec4 position; in vec2 texcoord0; // custom vertex attributes from material in vec4 newcolor; in vec4 outline; out vec2 var_texcoord0; // custom vertex attributes sent to fragment program out vec4 new_color; out vec4 new_outline; void main() { gl_Position = view_proj * vec4(position.xyz, 1.0); var_texcoord0 = texcoord0; new_color = newcolor; new_outline = outline; }