#version 330

uniform vec2 screenWidthHeight;

in vec2 vertex; //vertexposition in screenspace
in vec2 textureCoords; //uvs


//outs are then in eye space
out vec2 texCoords;



void main(void)
{
	// Output position of the vertex, in clip space map [0..800][0..600] to [-1..1][-1..1]
	vec2 vertexHomogenous = (vertex / screenWidthHeight) - vec2( 1, 1 );
	gl_Position =  vec4(vertexHomogenous, 0.0, 1.0);
	
	texCoords = textureCoords;
}
