#version 330
layout(location = 0) in vec2 a_Position;
layout(location = 1) in vec2 a_TexCoord;
layout(location = 2) in vec3 a_ForegroundColor;
layout(location = 3) in vec3 a_BackgroundColor;
out vec2 v_TexCoord;
out vec3 v_ForegroundColor;
out vec3 v_BackgroundColor;
uniform mat4 u_Projection;
void main() {
gl_Position = u_Projection * vec4(a_Position, 0.0, 1.0);
v_TexCoord = a_TexCoord;
v_ForegroundColor = a_ForegroundColor;
v_BackgroundColor = a_BackgroundColor;
}