attribute vec2 a_pos;
uniform mat4 u_matrix;
#ifdef LIGHTING_3D_MODE
uniform vec4 u_color;
varying vec4 v_color;
#endif
void main() {
gl_Position = u_matrix * vec4(a_pos, 0, 1);
#ifdef LIGHTING_3D_MODE
v_color = apply_lighting(u_color);
#endif
#ifdef FOG
v_fog_pos = fog_position(a_pos);
#endif
}