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#version 440
layout(location = 0) in vec4 vertexCoord;
layout(location = 1) in vec4 vertexColor;
layout(location = 0) out vec2 coord;
layout(std140, binding = 0) uniform buf {
mat4 matrix;
vec2 translationPoint;
vec2 focalToCenter;
float centerRadius;
float focalRadius;
float opacity;
} ubuf;
out gl_PerVertex { vec4 gl_Position; };
void main()
{
coord = vertexCoord.xy - ubuf.translationPoint;
gl_Position = ubuf.matrix * vertexCoord;
}
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