#version 330 core layout (location = 0) in vec2 vert; layout (location = 1) in vec2 vuv; layout (location = 2) in vec4 vborder; layout (location = 3) in vec2 vscale; layout (location = 4) in vec4 vcolor; out vec2 uv; out vec4 border; out vec2 scale; out vec4 fcolor; uniform mat4 projection; void main() { gl_Position = projection * vec4(vert, 0.0, 1.0); uv = vuv; border = vborder; scale = vscale; fcolor = vcolor; }