attribute vec3 in_pos; attribute vec4 in_col; attribute vec2 in_uv; varying vec4 out_col; varying vec2 out_uv; uniform mat4 mvp; uniform vec2 texOffset; void main() { gl_Position = mvp * vec4(in_pos, 1.0); out_col = in_col; out_uv = in_uv + texOffset; }