#version 450 core layout (location = 0) in vec3 aPos; layout (location = 1) in vec2 aUv; uniform mat4 uProjection; uniform mat4 uView; uniform vec4 uUvRect; out vec2 vUv; void main() { vUv = uUvRect.xy + aUv * uUvRect.zw; gl_Position = uProjection * uView * vec4(aPos, 1.0); }