#ifndef NEW_GLSL #define in attribute #define out varying #endif #ifdef EXPLICIT_UNIFORM_LOCATION layout(location = 0) uniform mat3 transformationProjectionMatrix; #else uniform highp mat3 transformationProjectionMatrix; #endif #ifdef EXPLICIT_ATTRIB_LOCATION layout(location = 0) in highp vec3 position; layout(location = 1) in mediump vec2 textureCoordinates; #else in highp vec3 position; in mediump vec2 textureCoordinates; #endif out vec2 fragmentTextureCoordinates; void main() { gl_Position = vec4(transformationProjectionMatrix*position, 0.0).xywz; fragmentTextureCoordinates = textureCoordinates; }