#version 120 varying vec3 screenCoordsPassthrough; varying vec4 position; varying float depthPassthrough; void main(void) { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; mat4 scalemat = mat4(0.5, 0.0, 0.0, 0.0, 0.0, -0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.5, 0.5, 0.5, 1.0); vec4 texcoordProj = ((scalemat) * ( gl_Position)); screenCoordsPassthrough = vec3(texcoordProj.x, texcoordProj.y, texcoordProj.w); position = gl_Vertex; depthPassthrough = gl_Position.z; }