layout(location = 0) in vec3 input_position; layout(location = 1) in vec2 texcoord; uniform vec2 atlas_shape; out float v_scale; out vec2 v_texCoord; out vec4 v_color; const vec2 verts[4] = vec2[4]( vec2(-0.5f, 0.5f), vec2(0.5f, 0.5f), vec2(0.5f,-0.5f), vec2(-0.5, -0.5f) ); void main() { // vec4 _position = ; gl_Position = vec4(verts[gl_VertexID],0.0,1.0); v_texCoord = texcoord / atlas_shape; v_scale = 1.0; v_color = vec4(1.0, 1.0, 1.0, 1.0); }