in vec2 position;
in vec2 texcoord;

uniform vec2 scaleWH;

out vec2 Texcoord;

void main() {
	Texcoord = texcoord;
	// Coordinates are [0.0;1.0], transform to [-1.0; 1.0]
	vec2 pos = position * scaleWH;
	pos.x = pos.x * 2.0 - 1.0;
	pos.y = pos.y * 2.0 - 1.0;

	gl_Position = vec4(pos, 0.0, 1.0);
}
