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#version 440
layout(location = 0) in vec4 vertexPosition;
layout(location = 1) in vec2 vertexTexCoord;
layout(location = 0) out vec2 texCoord;
layout(std140, binding = 0) uniform buf {
mat4 matrix;
mat4 colorMatrix;
float opacity;
float width;
} ubuf;
out gl_PerVertex { vec4 gl_Position; };
void main() {
texCoord = (ubuf.colorMatrix * vec4(vertexTexCoord, 0.0, 1.0)).xy;
gl_Position = ubuf.matrix * vertexPosition;
}
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