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#version 450
layout(location = 0) in vec2 vertex_position;
layout(location = 1) in vec4 vertex_colour;
layout(location = 2) in vec2 vertex_uv;
layout(location = 0) out vec2 fragment_position;
layout(location = 1) out vec4 fragment_colour;
layout(location = 2) out vec2 fragment_uv;
uniform mat4 P;
void main()
{
gl_Position = vec4((P*vec4(vertex_position, 0.f, 1.f)).xy, 0.f, 1.f);
fragment_position = vertex_position;
fragment_colour = vertex_colour;
fragment_uv = vec2(vertex_uv.x, 1-vertex_uv.y);
}
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