#version 330 core
layout (location = 0) in vec4 vertex; // <vec3 pos, w>
//out vec2 TexCoords;

uniform mat4 MVP;
uniform mat4 projection;

void main()
{
    //gl_Position = projection * vec4(vertex.xyz, 1.0); // uVp is 'projection * view' on the CPU side
    gl_Position = MVP * vec4(vertex.xyz, 1.0); // uVp is 'projection * view' on the CPU side
    //gl_Position = vec4(vertex.xyz, 1.0);
    //TexCoords = vertex.zw;
};
