#ifdef VERTEX_SHADER

in vec3 position;

layout( std140 ) uniform view {
	mat4 V;
	mat4 P;
};

void main() {
	gl_Position = P * V * vec4( position, 1.0 );
}

#else

out vec4 screen_colour;

void main() {
	screen_colour = vec4( 1.0, 1.0, 1.0, 1.0 );
}

#endif
