//agf_include "core_vertex.glsl" //agf_include "vertex2fragment_uv2.glsl" varying vec3 vertOut_vPosition; uniform mat4 modelView; void main() { vec4 incomingVertex = AGFVS_VERTEX(); incomingVertex.w = 1.0; vertOut_UV = AGFVS_UVW().xy; vertOut_vPosition = (modelView*incomingVertex).xyz; gl_Position = AGF_MATRIX_MVP() * incomingVertex; }