#version 330 core

layout(location = 0) in vec2 a_position;
layout(location = 1) in vec4 a_bg_color;

uniform mat4 u_projection;

out vec4 v_bg_color;

void main() {
    gl_Position = u_projection * vec4(a_position, 0.0, 1.0);
    v_bg_color = a_bg_color;
}
