#version 330 core layout (location = 0) in vec3 pos; layout (location = 1) in vec2 texture_coord; uniform vec3 size; uniform ivec3 offset; uniform mat4 model; uniform mat4 view; uniform mat4 projection; out vec2 tex_coord; void main() { vec3 new_pos = pos.xyz + offset.xyz; new_pos = new_pos.xyz * size.xyz; gl_Position = projection * view * model * vec4(new_pos.xyz, 1.0); tex_coord = texture_coord; }