#version 110 uniform mat4 p_matrix; uniform vec3 eye; attribute vec3 vertex; attribute vec2 texcoord; attribute vec4 color; varying vec2 frag_texcoord; varying vec4 frag_color; void main() { gl_Position = p_matrix * vec4(vertex - eye, 1.0); frag_texcoord = texcoord; frag_color = color; }