/**
 * QUIK: User Interface Kit
 * Copyright (C) 2023 Halit Utku Maden, et al.
 */
#version 110

attribute vec2  v2Position;     /**< The vertex position.*/
attribute int   iZIndex;        /**< The z index. */
attribute vec2  v2TexPos;       /**< The texture coorindates. */
attribute vec4  v4Color;        /**< The vertex color. */

varying vec2    fv2TexPos;
varying vec4    fv4Color;

uniform mat4        m4Transforms;   /**< The view matrix. */
uniform int         iMaxZ;          /**< Highest Z coordinate. */

void main(void)
{
    vec4 v = vec4(v2Position, float(iZIndex)/float(iMaxZ), 1);
    gl_Position = v * m4Transforms;

    fv2TexPos = v2TexPos;
    fv4Color = fv4Color;
}