#version 330
//vertex position
layout (location = 0) in vec3 a_position;
//attribute texture coordinates for our current pixel.
layout (location = 1) in vec2 a_uv;
//interpolated texture coordinates for current pixel
out vec2 uv;
//transformation matrix for vector position
uniform mat4 u_transformation;
void main()
{
uv = a_uv;
gl_Position = u_transformation * vec4(a_position, 1.0);
}