layout (location = 0) in vec2 a_Pos;
layout (location = 1) in vec2 a_TexCoord;
layout (location = 2) in vec4 a_Color;
uniform mat4 transform;
out VS_OUTPUT {
vec4 v_Color;
vec2 v_TexCoord;
vec2 v_PaperCoord;
} OUT;
void main() {
OUT.v_Color = vec4(a_Color[0]/255.0, a_Color[1]/255.0, a_Color[2]/255.0, a_Color[3]/255.0);
OUT.v_TexCoord = a_TexCoord;
gl_Position = vec4(a_Pos, 0.0, 1.0) * transform;
OUT.v_PaperCoord = vec2((gl_Position[0]+1.0)/2.0, (gl_Position[1]+1.0)/2.0);
}