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uniform mat4 ModelViewProjectionMatrix;
in vec4 pos; /* rect */
in vec4 tex; /* rect */
in vec4 col;
flat out vec4 color_flat;
noperspective out vec2 texCoord_interp;
void main()
{
/* Quad expension using instanced rendering. */
float x = float(gl_VertexID % 2);
float y = float(gl_VertexID / 2);
vec2 quad = vec2(x, y);
gl_Position = ModelViewProjectionMatrix * vec4(mix(pos.xy, pos.zw, quad), 0.0, 1.0);
texCoord_interp = mix(abs(tex.xy), abs(tex.zw), quad) * sign(tex.xw);
color_flat = col;
}
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