attribute vec3 vPosition;
attribute vec2 vTexCoord;
varying vec2 texCoord;
varying vec2 posCoord;

uniform mat4 ProjectionMatrix;

void main() 
{
	//480x320
	gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
	posCoord = vPosition.xy;
	texCoord = vTexCoord;
}