layout (location = 0) in vec2 inVertex; #ifdef TW_TILE_TEXTURED layout (location = 1) in uvec4 inVertexTexCoord; #endif uniform mat4x2 gPos; #ifdef TW_TILE_TEXTURED noperspective out vec3 TexCoord; #endif void main() { gl_Position = vec4(gPos * vec4(inVertex, 0.0, 1.0), 0.0, 1.0); #ifdef TW_TILE_TEXTURED TexCoord = vec3(inVertexTexCoord.xyz); #endif }