uniform vec2 center; uniform vec2 size; uniform vec2 texcenter; uniform vec2 texsize; #if __VERSION__ >= 330 layout(location=0) in vec2 Position; layout(location=3) in vec2 Texcoord; layout(location=2) in uvec4 Color; #else in vec2 Position; in vec2 Texcoord; in uvec4 Color; #endif out vec2 uv; out vec4 col; void main() { col = vec4(Color) / 255.; uv = Texcoord * texsize + texcenter; gl_Position = vec4(Position * size + center, 0., 1.); }