#version 330 core

layout (location = 0) in vec4 aPos;

uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
uniform int offset[];
out vec2 texCoord;

void main()
{
	gl_Position = projection * view * model * vec4(aPos.xy,0.0,1.0);
	texCoord = aPos.zw;
} 