
struct Vert{
    vec3 v;
    float obscure;
    vec4 col;
};

uniform Vert* buff;

out float obscure;
out vec3 out_pos;
out vec4 var_col;

void main() {
//    vec2 pos = drawer_2d_buff[gl_VertexID].pos;
//    uv = drawer_2d_buff[gl_VertexID].uv;
//    color = drawer_2d_buff[gl_VertexID].color;
//    alpha = color.w;
    vec3 pos;
    pos = buff[gl_VertexID].v;
    var_col = buff[gl_VertexID].col;
    obscure = buff[gl_VertexID].obscure;

//    if(gl_VertexID % 2 == 0){
//        pos = buff[gl_VertexID/2].bounds_min;
//    } else {
//        pos = buff[gl_VertexID/2].bounds_max;
//    }
//    print(pos);
    gl_Position = P * V * vec4(pos,1.0);
}
