#version 330

layout(location = 0) in vec3 position;


uniform mat4 model_matrix;
uniform mat4 view_matrix;
uniform mat4 projection_matrix;

out vec4 gl_Position;

void main()
{
	vec4 pos = projection_matrix * view_matrix * model_matrix * vec4(position, 1);
	gl_Position = vec4(pos.xy, 1, pos.w);
}
