attribute vec2 aVertexPosition;
attribute vec4 aColor;
uniform mat3 translationMatrix;
uniform mat3 projectionMatrix;
uniform float alpha;
uniform vec3 tint;
varying vec4 vColor;
void main(void){
gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);
vColor = aColor * vec4(tint * alpha, alpha);
}