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uniform mat4 ViewProjectionMatrix;
uniform vec2 aspect;
/* ---- Instantiated Attribs ---- */
in vec2 texCoord;
in vec2 pos;
/* ---- Per instance Attribs ---- */
in mat4 InstanceModelMatrix;
#ifdef USE_WIRE
in vec3 color;
#else
in vec4 objectColor;
#endif
in float size;
in vec2 offset;
flat out vec4 finalColor;
#ifndef USE_WIRE
out vec2 texCoord_interp;
void main()
{
gl_Position = ViewProjectionMatrix * InstanceModelMatrix * vec4(
(pos[0] + offset[0]) * (size * aspect[0]),
(pos[1] + offset[1]) * (size * aspect[1]),
0.0, 1.0);
finalColor = vec4(color, 1.0);
texCoord_interp = texCoord;
finalColor = objectColor;
}