#version 420

layout(location = 0) out vec3 tex_norm;
layout(location = 1) out vec2 tex_coord;
layout(location = 2) in vec2 vtx_tex0;
layout(location = 0) in vec3 vtx_pos;
layout(location = 1) in vec3 vtx_norm;

void main()
{
    tex_norm = vec3(0.0);
    tex_coord = vtx_tex0;
    gl_Position = vec4((vtx_tex0 * 2.0) - vec2(1.0), 0.0, 1.0);
}

