in vec3 position; in vec2 texcoord; in vec4 color; uniform highp mat4 projMatrix; uniform highp mat3 transform; out vec2 Texcoord; out vec4 Color; void main() { vec3 transformed_position = transform * vec3(position); gl_Position = projMatrix * vec4(transformed_position.x, transformed_position.y, transformed_position.z, 1.0); Texcoord = texcoord; Color = color; }