#version 330 core

uniform vec2 camPos;
uniform float aspectRatio;

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

out vec2 texCoord;
out vec3 vertexPos;

void main() {
	gl_Position = vec4(vertices.x, vertices.y - camPos.y, vertices.z, 1);
	texCoord = vec2(textCoords.x * aspectRatio * 2 + camPos.x, textCoords.y);
}