#version 330 core

layout (location = 0) in vec3 vertices;

out vec2 worldPosition;

uniform float aspectRatio;
uniform vec2 camPosition;

void main() {
	gl_Position = vec4(vertices, 1);
	worldPosition = vec2(vertices.x * 50 * aspectRatio + camPosition.x, vertices.y * 50 + camPosition.y);
}