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#version 130
in vec2 vertex_position;
in vec4 vertex_colour;
in vec2 vertex_uv;
out vec2 fragment_position;
out vec4 fragment_colour;
out vec2 fragment_uv;
uniform mat4 P;
void main()
{
gl_Position.xy = (P*vec4(vertex_position, 0.0, 1.0)).xy;
gl_Position.z = 0.0;
gl_Position.w = 1.0;
fragment_position = vertex_position;
fragment_colour = vertex_colour;
fragment_uv = vec2(vertex_uv.x, 1-vertex_uv.y);
}
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