#version 150 core
uniform mat4 modelMatrix;
uniform mat4 viewMatrix;
uniform mat4 projMatrix;
in vec3 position;
in vec2 texCoord;
in vec4 colour;
out Vertex {
vec2 texCoord;
vec4 colour;
} OUT;
void main(void) {
gl_Position = (projMatrix * viewMatrix * modelMatrix) * vec4(position, 1.0);
OUT.texCoord = texCoord;
OUT.colour = colour;
}