in vec2 position;

uniform mat4 mvpMatrix;
uniform mat4 projMatrix;
uniform mat4 modelMatrix;
uniform mat4 rotateMatrix;
uniform vec3 modelPos;

void main() {
	vec4 pos = rotateMatrix * vec4(position, 0.0, 1.0);
	gl_Position = mvpMatrix * (pos + vec4(modelPos, 1.0));
}
