|  |  | @ -1,21 +0,0 @@ | 
		
	
		
			
			|  |  |  | #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); | 
		
	
		
			
			|  |  |  | } |