//agf_include "volume_vertex2fragment.glsl" attribute vec3 agf_position; attribute vec3 agf_uv; uniform mat4 agf_mvp_matrix; void main() { vec4 incomingVertex; incomingVertex.xyz = agf_position; incomingVertex.w = 1.0; vertOut_UVW = agf_uv; gl_Position = agf_mvp_matrix * incomingVertex; }