in vec3 position;

uniform mat4 mvpMatrix;
uniform vec3 color;
uniform vec2 shakeOffset;

varying vec4 var_color;

void main()
{
	var_color = vec4(color, 1.0);
	gl_Position = mvpMatrix * vec4(position, 1.0);
	gl_Position.xy += shakeOffset * gl_Position.w;
}