#version 330 core layout (location = 0) in vec2 aPos; layout (location = 4) in vec2 aTexCoords; out vec2 TexCoords; uniform vec3 mPosition; uniform vec3 mDimension; uniform vec3 tPosition; uniform vec3 tDimension; void main(){ vec2 finalPos = vec2( aPos.x * mDimension.x + mPosition.x, aPos.y * mDimension.y + mPosition.y ); gl_Position = vec4(finalPos.x, finalPos.y, 0.0, 1.0); vec2 finalTex = vec2( aTexCoords.x * tDimension.x + tPosition.x, aTexCoords.y * tDimension.y + tPosition.y ); TexCoords = finalTex; }