#version 400 core

in vec3 position;
in vec2 textureCoords;

out vec2 pass_textureCoords;

uniform mat4 transformationMatrix;
uniform mat4 projectionMatrix;
uniform mat4 viewMatrix;

void main(void) {
  // projection, view, transform matricies
  gl_Position = projectionMatrix * viewMatrix * transformationMatrix * vec4(position, 1.0);
  pass_textureCoords = textureCoords;
}