#version 150
in vec2 position;
in vec4 inner_color;
in vec4 falloff_color;
in float falloff;
in float falloff_radius;
in float inner_radius;
out vec4 ginner_color;
out vec4 gfalloff_color;
out float gfalloff;
out float gfalloff_radius;
out float ginner_radius;
uniform mat3 modelview;
void main() {
ginner_color = inner_color;
gfalloff_color = falloff_color;
gfalloff = falloff;
gfalloff_radius = falloff_radius;
ginner_radius = inner_radius;
gl_Position = vec4((modelview * vec3(position, 1.0)).xy, 0.0, 1.0);
}