#version 330 core in vec3 position[4]; in vec3 normal; in vec2 uv[4]; in float uvLayer; in float animation; in vec3 color; in vec2 light; out vec3 faceTexture; out vec3 faceNormal; out vec3 faceAddColor; out vec2 faceLight; uniform float GlobalTime; layout (std140) uniform Globals { mat4 projView; }; void main() { gl_Position = projView * vec4(position[gl_VertexID], 1.0f); faceTexture = vec3(uv[gl_VertexID], uvLayer); faceTexture.y -= (uv[2].y - uv[0].y) * trunc(mod(GlobalTime * 4.0f, animation)); faceNormal = normal; faceAddColor = color; faceLight = light; }