Issue with fragment shader

Hi I have an issue with my fragment shader where it will only draw one pixel of the texture for the entire object, I am using the example from the lwjgl GLSL website.
Here is my fragment shader code and here is the vertex shader code


uniform sampler2D tex;

void main(){
	gl_FragColor = texture2D(tex,gl_TexCoord[0].st);
}
attribute vec2 position;
uniform vec2 transform;
uniform float scalar;
void main()
{
	vec4 offset = vec4(position.x+transform.x,(position.y+transform.y)/scalar,1,1);
	gl_Position = offset;
	gl_TexCoord[0] = gl_MultiTexCoord0;
}


and how I bind the texture


	        texid = GL15.glGenBuffers();
		GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, texid);
		GL15.glBufferData(GL15.GL_ARRAY_BUFFER, texcoord, GL15.GL_STATIC_DRAW);
		GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
		t = Texture.loadTexture(texturelocation);
		bindtexture();
	}

	public void bindtexture() {
		int loc = GL20.glGetUniformLocation(shader.programID, "tex");
		if (loc != -1) {
			GL20.glUniform1i(loc, 0);
			GL13.glActiveTexture(GL13.GL_TEXTURE0);
			GL11.glBindTexture(GL11.GL_TEXTURE_2D, t.id);
		}
		else{
			System.err.println("WARNING: NO VARIABLE DETECTED WITHIN SHADER");
		}

	}

You need to use at least an projection matrix in your vertex shader calculation

its ok i have fixed it , I pass in a second attribute containing the texture coordinates. I dont multiply by a projectionmatrix because I use a scaling of the width and height per vertex. I have a transformation helper and vertexhelper that perform the x/width y/height operations. I may move these to the shader eventually.