in ivec3 aPosition; in vec4 aTextureInfo; in ivec3 aTextureOffset; in vec4 aColor; out vec4 vColor; out vec4 vTextureInfo; out vec2 vTextureOffset; out float vAtlas; uniform vec2 screenSize; void main() { vec2 pos = aPosition.xy / screenSize; gl_Position = vec4((pos.x-0.5)*2.0, -(pos.y-0.5)*2.0, float(-aPosition.z) / float(0xFFFF-1), 1.0); vColor = aColor; vTextureInfo = aTextureInfo; vTextureOffset = aTextureOffset.xy / 16.0; vAtlas = aTextureOffset.z; }