precision highp float; layout(location = 0) in vec4 position; layout(location = 1) in vec2 textureCoordinates; layout(location = 0) uniform mat4 projection; layout(location = 1) uniform float y_scale; out vec2 interpolatedTextureCoordinates; out float interpolated_frag_depth; void main() { interpolatedTextureCoordinates = textureCoordinates; gl_Position = projection * vec4(position.xy, 0, position.w) + vec4(0, position.z * y_scale, 0, 0); interpolated_frag_depth = position.z; }