//include version.glsl

in vec2 vPosition;
in vec2 vUV;

out vec2 uv;

//uniform mat4 mvp;

void main()
{
	uv = vUV;
	//gl_Position = mvp * vec4(vPosition, 0, 1.0);
	gl_Position = vec4(vPosition, 0, 1.0);
}
