uniform mat4 mvp;

in vec4 Position;
in lowp vec4 Color;
out lowp vec4 colorV;
uniform vec4 offsets[16];
uniform lowp vec4 colors[16];

void main(void) {
	colorV		= Color * colors[gl_InstanceID];
	gl_Position = mvp * (Position + offsets[gl_InstanceID]);
}