#version 400

//Be carefull when changing in/out variables and do NOT remove uniform variables, since that will cause crashes
in vec2 position;
in vec2 textureCoords;

out vec2 pass_textureCoords;

uniform mat4 transformationMatrix;
uniform vec2 screenSize;

void main(void){
	
	gl_Position = transformationMatrix * vec4(position.x / (screenSize.x / 2) - 1f, 0.00125f - position.y / (screenSize.y / 2), 0, 1);
	pass_textureCoords = textureCoords;
	
}