uniform mat4 projection;
uniform mat4 model;
uniform vec4 colour;

uniform vec2 offset;
uniform float scale;

attribute vec4 position;

varying vec4 vColor;

void main() {
  vColor = colour;
  vec4 scaled_position = vec4(position.x * scale, position.y * scale, 0.0, 1.0);
  vec4 offset_position = scaled_position;
  offset_position.x += offset.x;
  offset_position.y += offset.y;

  gl_Position = projection * model * offset_position;
}