#version 330 core
uniform mat4 u_Transform; // projection matrix
uniform vec2 u_screen_offset; // single-shape translation (uniform). Forced to 0 when instancing
uniform float u_scale; // per-shape scale factor (default 1.0)
uniform float u_rotation; // per-shape rotation in radians (default 0.0)
layout (location = 0) in vec2 aPos; // mesh-local vertex
layout (location = 1) in vec2 aInstanceXY; // optional; if disabled => (0,0)
layout (location = 2) in vec4 aInstanceColor; // optional; if disabled => (0,0,0,0)
out vec4 vInstanceColor;
void main() {
// Rotate around origin (local coordinates)
float cos_r = cos(u_rotation);
float sin_r = sin(u_rotation);
vec2 rotated = vec2(
aPos.x * cos_r - aPos.y * sin_r,
aPos.x * sin_r + aPos.y * cos_r
);
// Scale, then translate
vec2 p = rotated * u_scale + u_screen_offset + aInstanceXY;
gl_Position = u_Transform * vec4(p, 0.0, 1.0);
vInstanceColor = aInstanceColor;
}