
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;
}
