#version 150 core
///shaderType:vertex

in vec2 posVI;
in vec2 texPosVI;
out vec2 posVO;
out vec2 texPosVO;

uniform vec2 offset;
uniform mat4 proj;
uniform mat4 view;
uniform mat4 model;

void main() {
    posVO = posVI + offset;
    texPosVO = texPosVI;
    gl_Position = proj * view * model * vec4(posVI + offset, 0.0, 1.0);
}