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#version 130
in vec3 coord2d;
in vec2 tex_coord;
uniform mat4 projection;
uniform mat4 view;
uniform mat4 model;
out vec2 texCoord;
out vec4 color;
void main(){
texCoord = tex_coord;
color = vec4(1.0, 1.0, 1.0, 1.0);
//color = tex_color;
//gl_Position = ortho * vec4(coord2d.xyz, 1.0);
gl_Position = projection * view * model * vec4(coord2d, 1.0f);
}
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