#version 330
layout (location = 0) in vec2 aPos;
layout (location = 1) in vec3 aColor;
out vec3 color;
uniform vec2 pos;
uniform ivec2 maze;
void main()
{
vec2 cPos = (aPos + pos) / maze;
gl_Position = vec4(cPos * 2 - 1, 0, 1);
color = aColor;
}