in vec3 aPosition; in vec4 aTextureInfo; in ivec3 aTextureOffset; in vec4 aColor; in int id; uniform mat4 perspectiveMatrix; uniform mat4 cameraMatrix; uniform mat4 modelMatrix[10]; uniform float lightLevel; uniform float skyOffset; uniform vec2 lighting; out vec4 vTextureInfo; out vec2 vTextureOffset; out float vAtlas; out float vID; void main() { vec3 pos = vec3(aPosition.x, -aPosition.y, aPosition.z); gl_Position = perspectiveMatrix * cameraMatrix * modelMatrix[id] * vec4(pos, 1.0); vTextureInfo = aTextureInfo; vTextureOffset = vec2(aTextureOffset.xy) / 16.0; vAtlas = float(aTextureOffset.z); vID = float(id); }