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attribute highp vec4 v;
uniform highp mat4 matrix;
uniform highp mat4 rotation;
// w -> apply 3d rotation and projection
uniform mediump vec4 tweak;
varying mediump vec2 pos;
void main()
{
vec4 p = matrix * v;
if (tweak.w > 0.0) {
vec4 proj = rotation * p;
gl_Position = vec4(proj.x, proj.y, 0, proj.z);
} else {
gl_Position = p;
}
pos = v.xy * 1.37;
}
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