#version 330 core

uniform mat4 matrix;

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

out vec2 texCoord;
out vec2 pos;

void main() {
	gl_Position = matrix * vec4(10 * vertices, 1);
	texCoord = textCoords;
	pos = vertices.xy * 10;
}