#version 330 core uniform mat4 projection; uniform mat4 view; uniform mat4 model; uniform vec2 animProps; // Loc 0 - Frame Width, Loc 1 - Offset layout (location = 0) in vec3 vertices; layout (location = 1) in vec2 iTexCoords; out vec2 texCoords; void main() { texCoords = vec2(((iTexCoords.x * animProps.x) + animProps.y), iTexCoords.y); gl_Position = projection * view * model * vec4(vertices, 1.0); }