#version 330 core

layout(location = 0) in vec3 apos;

out vec3 tex_coords;

uniform mat4 view;
uniform mat4 projection;

void
main(void)
{
    tex_coords = apos;
    vec4 pos = projection*view*vec4(apos, 1.0f);
    gl_Position = pos.xyww;
}