#version 330

layout (location = 0) in vec3 in_Vertex;
layout (location = 1) in vec2 in_texCoord;

uniform mat4 modelviewProjection;

out vec2 texCoord;

void main()
{
    gl_Position = modelviewProjection * vec4(in_Vertex, 1.0);
    texCoord = in_texCoord;
}