#version 410 core
uniform mat4 projection;
layout (location = 0) in vec3 in_position;
layout (location = 1) in vec4 in_color;
out vec4 color;
void main() {
gl_PointSize = 8.0; // TODO take device pixel ratio into account? make size configurable?
gl_Position = projection * vec4(in_position, 1.0);
color = in_color;
}