#version 330 core

uniform mat4 ProjectionMatrix;

in vec2 POSITION;
in vec2 TEXCOORD;
in vec4 COLOR;

out vec2 uv;
out vec4 color;

void main()
{
	uv = TEXCOORD;
	color = COLOR;
	gl_Position = ProjectionMatrix * vec4(POSITION, 0.0, 1.0);
}
