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#version 440
layout(location = 0) in vec4 position;
layout(location = 1) in vec2 texcoord;
layout(location = 2) in vec4 color;
layout(location = 0) out vec2 v_texcoord;
layout(location = 1) out vec4 v_color;
layout(std140, binding = 0) uniform buf {
mat4 mvp;
float opacity;
float sdrMult;
};
void main()
{
v_texcoord = texcoord;
v_color = color;
gl_Position = mvp * vec4(position.xy, 0.0, 1.0);
}
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