#version 330
layout(std140) uniform DynamicTransforms {
mat4 ModelViewMat;
vec4 ColorModulator;
vec3 ModelOffset;
mat4 TextureMat;
};
layout(std140) uniform Projection {
mat4 ProjMat;
};
in vec3 Position;
in vec4 Color;
in vec2 UV0;
in ivec2 UV2;
in vec3 Normal;
out vec2 texCoord0;
out vec2 shapeSize;
out vec3 shapeData;
out vec4 vertexColor;
const float SIZE_PACK_SCALE = 8.0;
void main() {
gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0);
texCoord0 = UV0;
shapeSize = max(vec2(UV2) / SIZE_PACK_SCALE, vec2(0.125));
shapeData = Normal;
vertexColor = Color;
}