#version 420 core #define COGL_VERSION 100 layout(std140, set = 0, binding = 0) uniform block { uniform mat4 cogl_modelview_matrix; uniform mat4 cogl_modelview_projection_matrix; uniform mat4 cogl_projection_matrix; uniform float cogl_point_size_in; uniform mat4 cogl_texture_matrix[1]; }; out vec4 _cogl_tex_coord[1]; in vec4 cogl_tex_coord0_in; #define cogl_texture_matrix0 cogl_texture_matrix[0] #define cogl_tex_coord0_out _cogl_tex_coord[0] #define cogl_color_out _cogl_color #define cogl_position_out gl_Position #define cogl_point_size_out gl_PointSize #define cogl_tex_coord_in cogl_tex_coord0_in; #define cogl_tex_coord_out _cogl_tex_coord in vec4 cogl_position_in; out vec4 cogl_color_out; uniform sampler2D cogl_sampler0; vec4 cogl_real_transform_layer0 (mat4 matrix, vec4 tex_coord) { return matrix * tex_coord; } vec4 cogl_transform_layer0 (mat4 cogl_matrix, vec4 cogl_tex_coord) { return cogl_real_transform_layer0 (cogl_matrix, cogl_tex_coord); } in vec4 cogl_color_in; vec3 cogl_normal_in = vec3(0.0, 0.0, 1.0); void cogl_real_vertex_transform () { cogl_position_out = cogl_modelview_projection_matrix * cogl_position_in; } void cogl_vertex_transform () { cogl_real_vertex_transform (); } void cogl_generated_source () { cogl_point_size_out = cogl_point_size_in; cogl_tex_coord0_out = cogl_transform_layer0 (cogl_texture_matrix0, cogl_tex_coord0_in); cogl_vertex_transform (); cogl_color_out = cogl_color_in; } void cogl_vertex_hook () { cogl_generated_source (); } void main () { cogl_vertex_hook (); }