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in vec2 vertPosition;
in vec4 vertColor;
in vec2 vertTexCoord;
out vec2 fragTexCoord;
out vec4 fragColor;
out vec2 fragScreenPosition;
layout (std140) uniform genericData {
mat4 projMatrix;
vec2 offset;
bool textured;
int baseMapIndex;
float horizontalSwipeOffset;
};
void main()
{
fragTexCoord = vertTexCoord;
fragColor = vertColor;
vec4 position = vec4(vertPosition + offset, 0.0, 1.0);
fragScreenPosition = position.xy;
gl_Position = projMatrix * position;
}
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