#version 410 core

layout(location = 0) in vec4 vertex;  // <vec2 position, vec2 texture>
out vec2 texture_coords;

uniform mat4 projection_matrix;

void main()
{
    gl_Position = projection_matrix * vec4(vertex.xy, 0.0, 1.0);
    texture_coords = vec2(vertex.zw);
}

