#version 330 core uniform vec4 subtexture = vec4(0, 0, 1, 1); uniform mat4 mvp; layout (location = 0) in vec3 vertices; layout (location = 1) in vec2 itexCoords; out vec2 texCoords; void main() { texCoords = itexCoords * subtexture.zw + subtexture.xy; gl_Position = mvp * vec4(vertices, 1); }