#version 130 in vec2 position; in vec2 vertex_uv; uniform mat4 transformation; uniform int mode; out vec2 original_coordinates; out vec4 clip_coordinates; out vec2 frag_uv; void main(void) { gl_Position = vec4(position, 0, 1); if (mode > 0) { gl_Position *= transformation; } original_coordinates = position; clip_coordinates = gl_Position; frag_uv = vertex_uv; }