#version 330 core

layout (location = 0) in vec3 base_position;

uniform float scale;
uniform vec4  color;
uniform vec3  position;

uniform mat4 view;
uniform mat4 model;
uniform mat4 projection;

out vec4 v_color;

void main()
{
  vec3 p = base_position + position * scale ;
  gl_Position = projection * view * vec4(p, 1.0);
  v_color = color;
}

