#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)
{
	texCoords = textureCoords;
	gl_Position =  vec4(vertex, 0.0, 1.0);
	
}
