universe@15: #version 400 core universe@15: universe@16: layout(location = 0) in vec2 position; universe@15: out vec2 texcoord; universe@15: universe@15: uniform mat4 projection; universe@15: uniform mat4 model; universe@41: uniform float depth; universe@15: universe@15: void main(void) { universe@41: vec4 pos = projection*model*vec4(position.x, position.y, 0, 1.0); universe@41: // apply depth universe@42: pos.z = depth / -1024.0; universe@41: gl_Position = pos; universe@16: texcoord = vec2(model[0].x, model[1].y)*position; universe@15: }