#version 330 core layout (location = 0) in vec3 aPos; layout (location = 1) in vec2 aTexCoord; out vec2 TexCoord; uniform mat4 model; uniform mat4 view; uniform mat4 projection; uniform ivec2 index; void main() { gl_Position = projection * view * model * vec4(aPos, 1.0f); TexCoord = vec2((aTexCoord.x + index.x)/16, (aTexCoord.y + index.y)/16); }