#version 330 core layout (location = 0) in vec4 vertex; // out vec2 TexCoords; out vec4 ParticleColor; uniform mat4 projection; uniform vec2 offset; uniform vec4 color; void main() { float scale = 10.0f; TexCoords = vertex.zw; ParticleColor = color; gl_Position = projection * vec4((vertex.xy * scale) + offset, 0.0, 1.0); }