// __multiversion__
// This signals the loading code to prepend either #version 100 or #version 300 es as apropriate.

// To use centroid sampling we need to have version 300 es shaders, which requires changing:
// attribute to in
// varying to out when in vertex shaders or in when in fragment shaders
// defining an out vec4 FragColor and replacing uses of gl_FragColor with FragColor
// texture2D to texture
#if __VERSION__ >= 300
#define attribute in
#define varying out

#ifdef MSAA_FRAMEBUFFER_ENABLED
#define _centroid centroid
#else
#define _centroid
#endif

_centroid out vec2 uv;
out vec4 color;

#else

//version 100
varying vec2 uv;
varying vec4 color;

#endif

uniform MAT4 WORLDVIEWPROJ;

attribute mediump vec4 POSITION;
attribute vec2 TEXCOORD_0;
attribute vec4 COLOR;

void main()
{
    gl_Position = WORLDVIEWPROJ * POSITION;
    uv = TEXCOORD_0;
    color = COLOR;
}