|      5 out vec2 uvcoord; | 
     5 out vec2 uvcoord; | 
|      6  | 
     6  | 
|      7 uniform mat4 projection; | 
     7 uniform mat4 projection; | 
|      8 uniform mat4 view; | 
     8 uniform mat4 view; | 
|      9 uniform mat4 model; | 
     9 uniform mat4 model; | 
|     10 uniform float depth; | 
        | 
|     11  | 
    10  | 
|     12 void main(void) { | 
    11 void main(void) { | 
|     13     vec4 pos = projection*view*model*vec4(position.x, position.y, 0, 1.0); | 
    12     vec4 pos = projection*view*model*vec4(position.xy, 0.0, 1.0); | 
|     14     // apply depth | 
        | 
|     15     pos.z = depth / -1024.0; | 
        | 
|     16     gl_Position = pos; | 
    13     gl_Position = pos; | 
|     17     uvcoord = position; | 
    14     uvcoord = position; | 
|     18     texcoord = vec2(model[0].x, model[1].y)*position; | 
    15     texcoord = vec2(model[0].x, model[1].y)*position; | 
|     19 } | 
    16 } |