#version 450

layout (location = 0) in vec2 inPos;
layout (location = 1) in vec2 inUv;

layout (location = 0) out vec2 outUv;

out gl_PerVertex {
    vec4 gl_Position;
};


void main() {
	outUv = inUv;

	gl_Position = vec4(inPos.xy, 0.0, 1.0);
}