#version 150 in vec3 Position; in vec4 Color; in vec2 UV0; in ivec2 UV2; in vec3 Normal; uniform sampler2D Sampler2; uniform mat4 ModelViewMat; uniform mat4 ProjMat; out vec4 vertexColor; out vec2 texCoord0; void main() { gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0); vertexColor = Color * texelFetch(Sampler2, UV2 / 16, 0); texCoord0 = UV0; }