#version 330 core in vec3 io_pos; in vec3 io_norm; in vec2 io_tex; in vec3 io_fnorm; uniform mat4 u_projection; uniform mat4 u_view; uniform mat4 u_model; uniform vec4 u_color; uniform bool u_inside; uniform vec2 u_texcoord0; uniform vec2 u_texcoord1; out vec2 uv; void main() { vec4 temp = u_view * u_model * vec4(io_pos, 1); gl_Position = u_projection * temp; uv = io_tex * (u_texcoord1 - u_texcoord0) + u_texcoord0; }