IN(0) vec2 in_position;
IN(1) vec2 in_tex_coord_0;
IN(2) vec4 in_color;

UNIFORM_BEGIN
  UNIFORM_V(mat4 projection)
UNIFORM_END

OUT(0) vec2 tex_coord_0;
OUT(1) vec4 color;

void main() {
  tex_coord_0 = in_tex_coord_0;
  color = in_color;

  gl_Position = PARAM(projection) * vec4(in_position, 0.0, 1.0);
}
