#version 430 core

layout (location = 0) in vec3 position_in;
layout (location = 1) in vec4 rgba_in;
layout (location = 2) in vec3 tex_coord_in;
layout (location = 3) in uvec4 byte_info;


out vec4 fragment_color;
out vec3 tex_coord;
out float fog;

// putting all texture info stuff here so it's easier to copy-paste
out flat uvec2 tex_info;

void main() {
  gl_Position = vec4((position_in.x - 0x8000) / 0x1000,
                    -(position_in.y - 0x8000) / 0x800,
                    position_in.z / 0x800000 - 1., 1.0);
  // scissoring area adjust
  gl_Position.y *= SCISSOR_ADJUST;
  fragment_color = vec4(rgba_in.x, rgba_in.y, rgba_in.z, rgba_in.w * 2.);
  tex_coord = tex_coord_in;
  tex_info = byte_info.xy;
  fog = 255 - byte_info.z;
}
