

uniform vec2 taaOffset;

out vec2 texcoord;
out vec4 glcolor;

#include "/Settings.glsl"

void main() {
    gl_Position = ftransform();

    #ifdef TAA_ENABLED
        gl_Position.xy += taaOffset * gl_Position.w;
    #endif

    texcoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
    glcolor   = gl_Color;
}