#version 150 uniform mat4 projectionMatrix; uniform mat4 modelviewMatrix; in vec3 vertexPosition; in vec2 vertexTexCoord; in vec4 vertexColor; out vec2 fragTexCoord; out vec4 fragColor; void main() { // Pass some variables to the fragment shader fragTexCoord = vertexTexCoord; fragColor = vertexColor; // Apply all matrix transformations to vertex gl_Position = projectionMatrix * modelviewMatrix * vec4(vertexPosition, 1.0); }