layout (location = 0) in vec2 inVertex; layout (location = 1) in vec2 inVertexTexCoord; layout (location = 2) in vec4 inVertexColor; uniform mat4x2 Pos; uniform float textureSize; noperspective out vec2 texCoord; noperspective out vec4 outVertColor; void main() { gl_Position = vec4(Pos * vec4(inVertex, 0.0, 1.0), 0.0, 1.0); texCoord = vec2(inVertexTexCoord.x / textureSize, inVertexTexCoord.y / textureSize); outVertColor = inVertexColor; }