#version 150 compatibility

uniform float plot_scale;

out vec4 base_pos;

void main()
{
	// transform vertex to clip space
	gl_Position = gl_ModelViewProjectionMatrix * vec4(gl_Vertex.x,gl_Vertex.y,plot_scale*gl_Vertex.z,gl_Vertex.w);
	base_pos = gl_ModelViewProjectionMatrix * vec4(gl_Vertex.x,gl_Vertex.y,0,gl_Vertex.w);
}