#version 150 // OF default uniforms and attributes uniform mat4 modelViewProjectionMatrix; uniform vec4 globalColor; in vec4 position; in vec2 texcoord; in vec4 color; // App uniforms and attributes in vec4 iPositionScale; in vec4 iColor; out vec2 vTexCoord; out vec4 vColor; void main(void) { vTexCoord = texcoord; vColor = globalColor * iColor; gl_Position = modelViewProjectionMatrix * vec4(position.xy * iPositionScale.z + iPositionScale.xy, position.zw); }