#version 460 core

layout(location = 0) in vec2 position;

out vec2 textureCoords;

uniform mat4 transformationMatrix;

void main() {
    gl_Position = transformationMatrix * vec4(position, 0.0, 1.0);
    textureCoords = vec2((position.x + 1.0) / 2.0, (position.y + 1.0) / 2.0);
}