#version 140 uniform mat4 perspective; uniform mat4 view; uniform mat4 model; uniform vec2 z0; in vec3 position; out vec2 c; out vec2 z; void main() { mat4 modelview = view * model; gl_Position = perspective * modelview * vec4(position, 1.0); c = vec2(position.x, position.y); z = vec2(z0.x, z0.y); }