
#version 150
//Sky Vertex Shader

// vsPosition was bound to attribute index 0 and vsColor was bound to attribute index 1
in vec3 vsPosition;
in vec3 vsNormal;
in vec4 vsColor;
in vec2 vsTextureUV;

out vec2 fsTextureUV;

void main(void)
{	//screen space -1 to 1 converted to 0 to 1 for uv space.
	fsTextureUV = (vsPosition * 0.5 + 0.5).xy;
	gl_Position = vec4(vsPosition.xy, 1.0, 1.0);
}




// layout(location=0) in vec3 a_position;
 
// out vec2 v_texcoord;
 
// void main() {
//     v_texcoord = (a_position * 0.5 + 0.5).xy;
//     gl_Position = vec4(a_position.xy, 1.0, 1.0);
// }
