uniform mat4 mvp_mat; attribute float vblend; attribute vec4 vcolora, vcolorb; attribute vec4 uvab; ///< ua va ub vb attribute vec3 vertexa, vertexb; varying float blend; varying vec4 colora, colorb; varying vec2 sta, stb; void main (void) { gl_Position = mvp_mat * vec4 (mix (vertexa, vertexb, vblend), 1.0); blend = vblend; colora = vcolora; colorb = vcolorb; sta = uvab.xy; stb = uvab.zw; }