uniform mat4 wvp; uniform mat4 user; uniform vec4 color0; uniform vec4 color1; attribute vec3 Vertex; attribute vec2 TexCoord0; attribute vec4 ColorRate; void main(void) { gl_Position = vec4(Vertex, 1) * user * wvp; gl_FrontColor = color0 * (1.0 - ColorRate.r) + color1 * ColorRate.r; gl_TexCoord[0] = vec4(TexCoord0, 0, 1); }