#version 140 in vec3 a_v3Position; in vec2 a_v2TexCoords; out vec3 v_v3Position; out vec2 v_v2TexCoords; uniform mat4 m4Transforms; void main(void) { vec4 position = vec4(a_v3Position, 1) * m4Transforms; gl_Position = position; v_v3Position = position.xyz/position.w; v_v2TexCoords = a_v2TexCoords; }