#version 140 uniform vec2 p; in vec4 position; in vec4 icol; out vec4 col; void main () { col = icol; vec4 tmpvar_1; tmpvar_1.zw = vec2(0.0, 0.0); tmpvar_1.xy = p; gl_Position = (tmpvar_1 + position); } // inputs: 2, stats: 2 alu 0 tex 0 flow