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#version 150
// OF default uniforms and attributes
uniform mat4 modelViewProjectionMatrix;
uniform vec4 globalColor;
in vec4 position;
in vec2 texcoord;
in vec4 color;
// App uniforms and attributes
in vec4 iPositionScale;
in vec4 iColor;
out vec2 vTexCoord;
out vec4 vColor;
void main(void)
{
vTexCoord = texcoord;
vColor = globalColor * iColor;
gl_Position = modelViewProjectionMatrix * vec4(position.xy * iPositionScale.z + iPositionScale.xy, position.zw);
}
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