#version 140 uniform mat4 view_model_matrix; uniform mat4 projection_matrix; in vec3 v_position; // The plate mask quad is authored directly in world coordinates (z = 0 plane), // so v_position is already the world position of the fragment. out vec4 world_pos; void main() { world_pos = vec4(v_position, 1.0); gl_Position = projection_matrix * view_model_matrix * vec4(v_position, 1.0); }