const float invAtlasSize = 1.0 / 1024; vec4 atlasTexture() { vec2 tPos = vTextureOffset; tPos = clamp(tPos, vec2(0.1), vTextureInfo.zw - 0.1); tPos += vTextureInfo.xy; tPos *= invAtlasSize; return texture(textures, vec3(tPos, vAtlas)); }