#version 330 core layout (location = 0) in vec2 vert; layout (location = 1) in vec2 pos; layout (location = 2) in vec2 wh; layout (location = 3) in vec2 uv; layout (location = 4) in vec2 st; layout (location = 5) in vec4 vColor; out vec2 TexCoords; out vec4 fColor; out vec2 fst; uniform mat4 projection; void main() { gl_Position = projection * vec4(pos + (vert * wh), 0.0, 1.0); TexCoords = uv + vec2(vert.x*st.x, st.y - vert.y*st.y); fst = st / wh; fColor = vColor; }