#version 150 // these come from the programmable pipeline uniform mat4 modelViewProjectionMatrix; in vec4 position; in vec2 texcoord; // texture coordinates are sent to fragment shader out vec2 texCoordVarying1; out vec2 texCoordVarying2; void main() { texCoordVarying1 = texcoord; //texCoordVarying = (texcoord - 0.5); ///(2.0f+sin(time)); //texCoords = (texCoords - 0.5) * scale + (0.5 * scale); gl_Position = modelViewProjectionMatrix * position; }