
#version 450

layout (location = 0) in vec3 pos;
layout (location = 1) in vec2 uvData;

uniform mat3 viewMatrix; // projection (viewport)
uniform mat3 modelMatrix; // world position

out vec2 uvOut;

void main() {
	vec3 result = viewMatrix * modelMatrix * pos;
	gl_Position = vec4(result.x, result.y, 0.0, result.z);

	uvOut = uvData;
}
