#version 140 uniform vertex_inputs { highp mat4 view_proj; }; // positions are in world space in mediump vec3 position; in mediump vec2 texcoord0; in lowp vec4 color; out mediump vec2 var_texcoord0; out lowp vec4 var_color; void main() { var_texcoord0 = texcoord0; var_color = vec4(color.rgb * color.a, color.a); gl_Position = view_proj * vec4(position.xyz, 1.0); }