#version 140
uniform vec2 p;
in vec4 position;
in vec4 icol;
out vec4 col;
void main ()
{
  col = icol;
  vec4 tmpvar_1;
  tmpvar_1.zw = vec2(0.0, 0.0);
  tmpvar_1.xy = p;
  gl_Position = (tmpvar_1 + position);
}


// stats: 2 alu 0 tex 0 flow
// inputs: 2
//  #0: position (high float) 4x1 [-1]
//  #1: icol (high float) 4x1 [-1]
// uniforms: 1 (total size: 0)
//  #0: p (high float) 2x1 [-1]
