#version 330 core

layout (location = 0) in vec3 aVert;
layout (location = 2) in vec2 aTexCoords;

out vec2 texCoords;

uniform vec2 screen;
uniform vec3 pos;

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