#ifndef NEW_GLSL #define in attribute #define out varying #endif #ifdef EXPLICIT_UNIFORM_LOCATION layout(location = 0) uniform mat4 transformationProjectionMatrix; #else uniform highp mat4 transformationProjectionMatrix; #endif #ifdef EXPLICIT_ATTRIB_LOCATION layout(location = 0) in highp vec4 position; layout(location = 1) in mediump vec2 textureCoordinates; #else in highp vec4 position; in mediump vec2 textureCoordinates; #endif out vec2 fragmentTextureCoordinates; void main() { gl_Position = transformationProjectionMatrix*position; fragmentTextureCoordinates = textureCoordinates; }