IN(0) vec2 in_position; IN(1) vec2 in_tex_coord_0; IN(2) vec4 in_color; UNIFORM_BEGIN UNIFORM_V(mat4 projection) UNIFORM_END OUT(0) vec2 tex_coord_0; OUT(1) vec4 color; void main() { tex_coord_0 = in_tex_coord_0; color = in_color; gl_Position = PARAM(projection) * vec4(in_position, 0.0, 1.0); }