
// Base vertex shader to draw a quad in normalized device coordinates (NDC).

layout(location = 0) in vec3 in_position;
//layout(location = 1) in vec2 in_texcoord;

layout(location = 0) out      vec2 out_texcoord;
layout(location = 1) out flat vec4 layer_color;

void main(void)
{
	// gl_Position = vec4( in_position, 1.0 );
	gl_Position = aaa_cam.view_projection * vec4( in_position, 1. );
//    out_texcoord = in_texcoord;
//Maa is still old school ...
	out_texcoord = gl_MultiTexCoord0.xy;

	layer_color = gl_Color;
}
