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#version 150

in vec2  in_pos;
in vec4  in_clr;
in vec2  in_texcoord;
in float in_sampler;

out vec2 g_texcoord;
out vec4 g_color;
flat out uint g_sampler;

uniform vec4 g_screenratio;

void main() {
  vec2 halfscreen = vec2( 1.0 / g_screenratio[0], 1.0 / g_screenratio[1] );

  vec4 pos = vec4( in_pos.x, in_pos.y, 1, 1 );
  pos[0] -= halfscreen[0];
  pos[1] -= halfscreen[1];
  pos[1] *= -1.0;

  g_texcoord = in_texcoord;
	g_color = in_clr;
  g_sampler = uint(in_sampler * 255.0 + 0.5);
  gl_Position = ( pos ) * g_screenratio;
}