#version 420

layout(location = 0) out float dist_ratio;
layout(location = 2) in float radius;
layout(location = 3) in float size;
layout(location = 0) in vec2 pos;
layout(location = 1) in vec2 ctr;

void main()
{
    dist_ratio = 1.0 - (radius / size);
    gl_Position = vec4(((pos + ctr) * 2.0) - vec2(1.0), 1.0, 1.0);
}

