redef var vertex_shader_source = """
// Vertex coordinates
attribute vec4 coord;
// Vertex translation
uniform vec4 translation;
// Vertex scaling
uniform float scale;
// Vertex coordinates on textures
attribute vec2 tex_coord;
// Model view projection matrix
uniform mat4 mvp;
// Model rotation
uniform mat4 rotation;
// Output for the fragment shader
varying vec2 v_tex_coord;
void main()
{
v_tex_coord = vec2(tex_coord.x, 1.0 - tex_coord.y);
gl_Position = (vec4(coord.xyz * scale, 1.0) * rotation + translation) * mvp;
}
""" @ glsl_vertex_shader
lib/gamnit/depth/selection.nit:240,2--268,26