void main () { gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex); } // stats: 1 alu 0 tex 0 flow // inputs: 1 // #0: gl_Vertex (high float) 4x1 [-1] loc 0 // uniforms: 1 (total size: 0) // #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1]