
#version 460  core

layout(location = 0) in vec2 in_position;
layout(location = 1) in vec2 in_uv;
layout(location = 2) in vec4 in_color;

out vec2 out_position;
out vec2 out_uv;
out vec4 out_color;

uniform mat4 ortho;

void main() {
    out_position = in_position;
    out_uv = in_uv;
    out_color = in_color;
    gl_Position = ortho * vec4(in_position, 0.0, 1.0);
}

