#ifdef GL_ES precision highp int; precision highp float; #endif #define USE_OGRE_FROM_FUTURE #include OGRE_UNIFORMS( uniform mat4 wvpMat; ) MAIN_PARAMETERS IN(vec4 vertex, POSITION) IN(vec2 uv0, TEXCOORD0) OUT(vec2 oUv0, TEXCOORD0) MAIN_DECLARATION { // Use standardise transform, so work accord with render system specific (RS depth, requires texture flipping, etc) gl_Position = mul(wvpMat, vertex); oUv0 = uv0; }