#version 110 uniform float time; varying vec2 tex_coord; varying float vtx_alpha; void main() { gl_Position = gl_ModelViewProjectionMatrix * vec4(gl_Vertex.x, gl_Vertex.y, 0.0, 1.0); gl_FrontColor = gl_Color; tex_coord = gl_MultiTexCoord0.xy; vtx_alpha = gl_Vertex.z; }