#version 150 compatibility uniform float plot_scale; out vec4 base_pos; void main() { // transform vertex to clip space gl_Position = gl_ModelViewProjectionMatrix * vec4(gl_Vertex.x,gl_Vertex.y,plot_scale*gl_Vertex.z,gl_Vertex.w); base_pos = gl_ModelViewProjectionMatrix * vec4(gl_Vertex.x,gl_Vertex.y,0,gl_Vertex.w); }