#version 140 in vec3 a_v3Position; in vec2 a_v2TexCoords; in vec3 a_v3CharCoords; in int a_iCmdIndex; out vec3 v_v3Position; out vec2 v_v2TexCoords; out vec3 v_v3CharCoords; flat out int v_iCmdIndex; 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; v_v3CharCoords = a_v3CharCoords; v_iCmdIndex = a_iCmdIndex; }