#version 330 core

layout (location = 0) in vec3 vertices;
layout (location = 1) in vec2 textCoords;

out vec2 positions;
out vec2 texCoords;

uniform mat4 camera;

void main() {
	gl_Position = camera * vec4(vertices, 1);
	texCoords = textCoords;
	positions = vertices.xy;
}