precision highp float;
precision highp int;
precision lowp sampler2D;
precision lowp samplerCube;
#ifdef GLES
	#if __VERSION__ >290
        #define LOC(x) layout(location = x)
        #define ATT in
        #define M_OUT out mediump
        #define L_OUT out lowp
	#else
        #define LOC(x)
        #define ATT attribute
        #define M_OUT varying mediump
        #define L_OUT varying lowp
	#endif
#else
	#if __VERSION__ > 320
        #define LOC(x) layout(location = x)
        #define ATT in
        #define M_OUT out
        #define L_OUT out
	#else
        #define LOC(x)
        #define ATT attribute
        #define M_OUT varying
        #define L_OUT varying
	#endif
#endif
/*
#ifdef GLES
	#if __VERSION__ >290
		uniform vec4 matrix_1;
		uniform vec4 matrix_2;
		uniform vec4 uv_transform;
		
		layout(location = 0) in vec2 positions;
		layout(location = 1) in vec2 tex_coords;
		
		out mediump vec2 uv;
	#else
		uniform vec4 matrix_1;
		uniform vec4 matrix_2;
		uniform vec4 uv_transform;
		
		attribute vec2 positions;
		attribute vec2 tex_coords;
		
		varying mediump vec2 uv;
	#endif
#else
	#if __VERSION__ > 320
		uniform vec4 matrix_1;
		uniform vec4 matrix_2;
		uniform vec4 uv_transform;
		
		layout(location = 0) in vec2 positions;
		layout(location = 1) in vec2 tex_coords;
		
		out vec2 uv;
	#else
		uniform vec4 matrix_1;
		uniform vec4 matrix_2;
		uniform vec4 uv_transform;
		
		attribute vec2 positions;
		attribute vec2 tex_coords;
		
		varying vec2 uv;
	#endif
#endif*/

//#define VBO_BATCH 1

//M_OUT vec2 uv;
//L_OUT vec4 color;
M_OUT vec2 pos;
M_OUT float edge;
//flat M_OUT vec2 fpos;

LOC(0) ATT vec2 positions;
//LOC(1) ATT vec2 tex_coords;

#ifdef VBO_BATCH
    LOC(2) ATT float depth;
    LOC(3) ATT vec4 vcolor;
#else
    uniform vec4 matrix_1;
    uniform vec4 matrix_2;
    //uniform vec4 uv_transform;
    //uniform vec4 vcolor;
    
    //float depth = matrix_2.z;
#endif

void main() {
	//#ifdef VBO_BATCH
   //     vec3 position = vec3(positions*4.0,1.0);
    //    uv = tex_coords;
    //#else
        //edge = mix(0.1, 0.96, (matrix_2.z / 256));
        edge = (matrix_1.w - matrix_2.z) / matrix_1.w;//matrix_2.z;//clamp((matrix_2,0.0,1.0);
        edge *= edge;
        pos = positions * 2.0;// / matrix_2.zw * 2;
        //fpos = positions * matrix_2.xy;
        vec3 position = mat3(matrix_1.x,matrix_1.y,0,matrix_1.z,matrix_1.w,0,matrix_2.xy,1.0) * vec3(positions,1.0);
       // uv = tex_coords * uv_transform.zw + uv_transform.xy;
    //#endif
	
	//color = vcolor * 2.0;
    
	gl_Position = vec4(position.xy,0,1.0);
	
}
