#version 130 in vec3 in_position; in vec3 in_color; in vec2 vertex_uv; uniform mat4 mvp; out vec3 ex_color; out float x; out vec2 uv; void main(void) { gl_Position = mvp * vec4(in_position, 1); ex_color = in_color; x = 1.8 - abs(in_position[0]); uv = vertex_uv; }