#version 150

uniform UBO
{
   mat4 MVP;
   vec2 OutputSize;
   float time;
} global;

layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;

void main()
{
   gl_Position = global.MVP * Position;
   vTexCoord = TexCoord;
}