#version 330 core

layout (location = 0) in vec4 aVert;

out vec2 texCoords;

uniform vec2 screen;
uniform vec3 pos;

void main(){
	float x, y;
	x = (aVert.x - screen.x * .5) / (screen.x * .5);
	y = (screen.y * .5 - (aVert.y)) / (screen.y * .5);
	gl_Position = vec4(x, y, -pos.z, 1);
	texCoords = aVert.zw;
}
