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#version 140
#extension GL_ARB_explicit_attrib_location : require
uniform mat4 modelView;
uniform mat4 projection;
const float PI = 3.1415926535897932384626433832795;
const vec2 origin = vec2(0.5, 0.5);
layout (location = 0) in vec4 in_position;
layout (location = 1) in vec4 in_color;
out vec4 color;
float getTheta(in vec2 position)
{
if (position.x == 0.0)
{
return position.y > 0.0 ? PI / 2.0 : (position.y < 0.0 ? -PI / 2.0 : 0.0);
}
return atan(position.y, position.x);
}
void main()
{
gl_Position = projection * modelView * in_position;
color = in_color;
}
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