#version 330 core
layout(location = 0) in vec2 vertexPosition_screenspace;
layout(location = 1) in vec2 vertexUV;

out vec2 UV;

void main()
{
	vec2 vertexPosition_homoneneousspace = vertexPosition_screenspace - vec2(400, 300);
	vertexPosition_homoneneousspace /= vec2(400, 300);
	gl_Position = vec4(vertexPosition_homoneneousspace, 0, 1);
	UV = vertexUV;
}