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#version 330 core

layout (location = 0) in vec4 vertex;

out vert_t {
	vec2 tex_coords;
	vec4 color;
} vert;

uniform mat4 projection;
uniform vec2 offset; 
uniform vec4 color;

void main()
{
	float scale = 10.0;
	vert.tex_coords = vertex.zw;
	vert.color = color;
	gl_Position = projection * vec4((vertex.xy * scale) + offset, 0.0, 1.0);
}