
#version 460  core

    layout (location = 0) in vec2 in_position;
    layout (location = 1) in vec2 in_texCoords;
    layout (location = 2) in vec2 in_outlineTexCoords;

    out vec2 texCoords;
    out vec2 outlineTexCoords;

    uniform mat4 projection;

    void main() {
        texCoords = in_texCoords;
        outlineTexCoords = in_outlineTexCoords;
        gl_Position = projection * vec4(in_position, 0.0, 1.0);
    }
