
// Base vertex shader to draw a quad in normalized device coordinates (NDC).

layout(location = 0) in vec3 in_position;
//layout(location = 1) in vec2 in_texcoord;

layout(location = 0) out vec2 out_texcoord;

void main(void)
{
	gl_Position = vec4( in_position, 1.0 );
//    out_texcoord = in_texcoord;
//Maa is still old school ...
	out_texcoord = gl_MultiTexCoord0.xy;
}
