#version 300 es

precision highp float;

// todo
//varying float aSize;
//varying mat4 aModelMatrix;

in vec4 aPosition;
in vec2 aTextureCoord;

in mat4 aPos;
in float aSize;

out vec2 vUV;
out float vSize;

void main()
{
    //vec3 pos =  normalize(aPos);
    //float size = aSize /100.0;
    /* mat4 model =
      mat4(1, 0.0, 0.0, 0.0,
           0.0,1.0, 0.0, 0.0,
           0.0, 0.0, 1.0, 0.0,
           0.0, 0.0, 0.0, 1.0)
     *mat4(1.0, 0.0, 0.0, pos.x,
           0.0, 1.0, 0.0, pos.y,
           0.0, 0.0, 1.0, pos.z,
           0.0, 0.0, 0.0, 1.0)
     *mat4(size, 0.0, 0.0, 0.0,
           0.0, size, 0.0, 0.0,
           0.0, 0.0, size, 0.0,
           0.0, 0.0, 0.0, 1.0);
 */
    /*mat4 model =
         mat4(aPos[0], aPos[4], aPos[8], aPos[12],
         aPos[1], aPos[5], aPos[9], aPos[13],
         aPos[2], aPos[6], aPos[10], aPos[14],
         aPos[3], aPos[7], aPos[11], aPos[15]);*/

    gl_Position = aPos * aPosition;
    vUV = aTextureCoord;
    vSize = aSize;
}