#version 330 core

uniform float height;
uniform float aspectRatio;

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

out vec2 texCoord;

void main() {
	gl_Position = vec4(vertices.x * aspectRatio, vertices.y + height, vertices.z, 1);
	texCoord = textCoords;
}