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#version 150

in vec3  in_pos;
in vec4  in_clr;
in vec2  in_texcoord;
in float in_sampler;

uniform mat4 in_proj_matrix;
uniform vec4 g_screenratio;

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

void main() {
	vec4 pos = in_proj_matrix * vec4( in_pos, 1.0 );
	g_texcoord = in_texcoord;
	g_sampler = uint(in_sampler * 255 + 0.5);
	g_color = in_clr;
	gl_Position = pos;
}