#version 330
uniform vec2 u_viewport;
in vec2 position;
in vec2 uv;
in int color;
out vec2 v_uv;
flat out int v_color;
vec2 from_pixel_pos(vec2 position, vec2 viewport) {
return mix(vec2(-1.0, 1.0), vec2(1.0, -1.0), position / u_viewport);
}
void main() {
gl_Position = vec4(from_pixel_pos(position, u_viewport), 0.0, 1.0);
v_uv = uv;
v_color = color;
}