#version 330 core layout (location = 0) in vec4 pos; // out vec2 TexCoords; out vec4 ParticleColor; uniform mat4 view, projection, model; uniform vec3 offset; uniform vec4 color; uniform float alpha; void main() { float scale = 1.f;//2000.0f; TexCoords = vec2(pos.x, pos.w); //ParticleColor = color; // gl_Position = projection *view* vec4((pos * scale) + vec2(offset), 0.0, 1.0); gl_Position = (vec4(pos.x*alpha, pos.y*alpha, 0, 1) + projection*view*vec4(vec3(offset), 1))*scale; }