in vec3 position;
in vec2 texcoord;
in vec4 color;

uniform highp mat4 projMatrix;
uniform highp mat3 transform;

out vec2 Texcoord;
out vec4 Color;

void main() {
	vec3 transformed_position = transform * vec3(position);
	gl_Position = projMatrix * vec4(transformed_position.x, transformed_position.y, transformed_position.z, 1.0);
	Texcoord = texcoord;
	Color = color;
}
