#version 430 core

layout (location = 0) in vec3 position_in;
layout (location = 1) in vec4 rgba_in;
layout (location = 2) in vec3 tex_coord_in;

out vec4 fragment_color;
noperspective out vec3 tex_coord;

void main() {
    gl_Position = vec4((position_in.x - 0.5) * 16. , -(position_in.y - 0.5) * 32, position_in.z * 2 - 1., 1.0);
    // scissoring area adjust
    gl_Position.y *= 512.0/448.0;
    fragment_color = vec4(rgba_in.x, rgba_in.y, rgba_in.z, rgba_in.a * 2);
    tex_coord = tex_coord_in;
}
