attribute vec2 position, texcoord;
varying vec2 texcoordOut;
uniform mat3 transform;
uniform float zCoord;

void main() {
    texcoordOut = texcoord;
    vec3 pos = transform * vec3(position.x, position.y, 1.0);
    gl_Position =  vec4(pos.x, pos.y, zCoord, 1.0);
}
