#ifndef NEW_GLSL #define in attribute #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 vec2 position; #else in highp vec2 position; #endif void main() { gl_Position.xywz = vec4(transformationProjectionMatrix*vec3(position, 1.0), 0.0); }