#version 330 core layout (location = 0) in vec3 a_pos; layout (location = 1) in vec2 a_uv; uniform mat4 transform; uniform sampler2D texture_0; out vec2 uv; #define tri_sin(a) sin(a) void main() { gl_Position = transform * vec4(a_pos, 1.0); uv = a_uv; } float r_sin(float value) { return sin(value); }