#version 140 in highp vec4 position; in mediump vec2 texcoord0; in mediump vec3 normal; uniform vp_uniforms { mediump mat4 mtx_worldview; mediump mat4 mtx_proj; }; out highp vec4 var_position; out mediump vec2 var_texcoord0; void main() { highp vec4 p = mtx_worldview * vec4(position.xyz, 1.0); var_texcoord0 = texcoord0; gl_Position = mtx_proj * p; }