@vs vs in vec2 vertex; in vec2 apos; in float angle; in vec2 scale; in vec4 vc; out vec4 fcolor; out vec2 uv; uniform vs_p { mat4 proj; }; void main() { fcolor = vc; uv = vertex; vec2 v = vertex - 0.5; vec2 p = vec2( cos(angle)*v.x-sin(angle)*v.y, sin(angle)*v.x+cos(angle)*v.y ); p *= scale; p += apos; gl_Position = proj * vec4(p, 0.0, 1.0); } @end @fs fs in vec4 fcolor; out vec4 color; in vec2 uv; uniform texture2D image; uniform sampler smp; void main() { color = texture(sampler2D(image,smp),uv); color *= fcolor; } @end @program particle vs fs