/*
 *  OpenGL 3.x Demonstration
 *  
 *  for the "Computergraphics 2" lab
 *
 *  Institute of Computer Graphics and Algorithms
 *  Vienna University of Technology
 *  Vienna, Austria
 *
 *  March 2010
 *
 *  ginquo
 */

// Note: If running OpenGL 2.1, you have to do the following to get it to run:
//       1. delete the two marked lines
//       2. rename 'in' to 'attribute'
//       3. rename 'out' to 'varying'

#version 130              // delete this line if using GLSL 1.2
precision mediump float;  // delete this line if using GLSL 1.2

// uniform shader-parameters
uniform mat4 perspective;
uniform mat4 view;
uniform mat4 model;
uniform mat4 rot;

// vertex-shader input variables
in vec4 vertex;
in vec2 texkoord;

out vec2 texCoord;


void main()
{
    texCoord = texkoord;
    
    // transform vertex down the pipeline
    gl_Position = perspective * view * model * vertex;
}
