#version 450

layout (location = 0) in vec2 in_position;
layout (location = 1) in vec2 in_texture_coordinates;

layout (binding = 0) uniform HUDUniformBuffer {
	mat4 modelMatrix;
	vec4 color;
} ub_data;


layout (location = 0) out VertexData {
	vec2 positionWorld;
	vec2 textureCoordinates;
} vert_out;

void main() {
	gl_Position = ub_data.modelMatrix * vec4(in_position.x, in_position.y, 0, 1);
	vert_out.positionWorld = gl_Position.xy;
	vert_out.textureCoordinates = in_texture_coordinates;
}
