uniform mat4	proj_matrix;
uniform mat4	modelview_matrix;
attribute vec2	vertex_xy;
attribute vec2	_texture_uv;	
attribute vec4	_vertex_color;	

varying vec4		vertex_color;	// to be passed to frag shader
varying	vec2		texture_uv;		// to be passed to frag shader

// gles2 only supports the "FLAT" keyword for removing interpolation after GLSL 1.3. ideally we would use this
// for the texture_color, but we still support devices who are on 1.1, so for now it emulates this behaviour since
// in general all of the vertices in an array will be filled with the same colour.

void main()
{
	vertex_color = _vertex_color;
	texture_uv = _texture_uv;
	gl_Position = proj_matrix * vec4(vertex_xy.x, vertex_xy.y, 0.0, 1.0);
}