#version 300 es
precision highp float;


layout (location=0) in vec3 pos;
layout (location=1) in vec2 texCoord;

out vec2 TexCoord;
out vec3 vpos;
out float alpha_r;
out float alpha_g;
out float alpha_b;
out float current_index;
out float timeval;
out float alpha;
out vec4 optx_val;
uniform vec4 optx;
out vec4 random_value;
uniform vec4 random_var;

uniform mat4 mv_matrix;
uniform mat4 proj_matrix;
uniform float value_alpha_r, value_alpha_g, value_alpha_b;
uniform float index_value;
uniform float time_f;
uniform float alpha_value;
uniform vec2 iResolution;
uniform float restore_black;
out float restore_black_value;
out vec2 iResolution_;
uniform sampler2D textTexture;
uniform sampler2D mat_textTexture;
uniform vec2 mat_size;

void main()
{
    gl_Position = proj_matrix * mv_matrix * vec4(pos,1.0);
    TexCoord = texCoord;
    alpha_r = value_alpha_r;
    alpha_g = value_alpha_g;
    alpha_b = value_alpha_b;
    current_index = index_value;
    timeval = time_f;
    alpha = alpha_value;
    vpos = pos;
    optx_val = optx;
    random_value = random_var;
    restore_black_value = restore_black;
    iResolution_ = iResolution;
}
