#version 140 uniform mat4 perspective; uniform mat4 view; uniform vec3 texture_size; in vec3 vertex; in vec2 tex_coords; in vec3 normal; in vec3 face_color; out vec3 v_color; out vec2 v_tex_coords; void main() { v_color = face_color; v_tex_coords = vec2(tex_coords.x * texture_size.x, tex_coords.y * texture_size.y); gl_Position = perspective * view * vec4(vertex, 1.0); }