#version 150 in vec3 in_pos; in vec4 in_clr; in vec2 in_texcoord; in float in_sampler; uniform mat4 in_proj_matrix; uniform vec4 g_screenratio; out vec4 g_color; out vec2 g_texcoord; flat out uint g_sampler; void main() { vec4 pos = in_proj_matrix * vec4( in_pos, 1.0 ); g_texcoord = in_texcoord; g_sampler = uint(in_sampler * 255 + 0.5); g_color = in_clr; gl_Position = pos; }