#ifdef TW_MODERN_GL layout (location = 0) in vec2 inVertex; layout (location = 1) in vec4 inVertexColor; layout (location = 2) in vec3 inVertexTexCoord; #endif uniform mat4x2 gPos; #ifdef TW_MODERN_GL #ifdef TW_TEXTURED noperspective out vec3 oTexCoord; #endif noperspective out vec4 oVertColor; #endif void main() { #ifdef TW_MODERN_GL gl_Position = vec4(gPos * vec4(inVertex, 0.0, 1.0), 0.0, 1.0); #ifdef TW_TEXTURED oTexCoord = inVertexTexCoord; #endif oVertColor = inVertexColor; #else gl_Position = vec4(gPos * vec4(gl_Vertex.xy, 0.0, 1.0), 0.0, 1.0); #ifdef TW_TEXTURED gl_TexCoord[0] = gl_MultiTexCoord0; #endif gl_FrontColor = gl_Color.rgba; gl_BackColor = gl_Color.rgba; #endif }