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#version 330 core
layout (location = 0) in vec3 a_Pos;
layout (location = 1) in vec4 a_Color;
layout (location = 2) in vec2 a_TexCoord;
layout (location = 3) in float a_TexId;
//uniform float offset_x;
out vec4 v_Color;
out vec2 v_TexCoord;
out float v_TexId;
uniform mat4 transform;
void main()
{
gl_Position = transform * vec4(a_Pos, 1.0);
//gl_Position = vec4(a_Pos, 1.0);
v_Color = a_Color;
v_TexCoord = a_TexCoord;
v_TexId = a_TexId;
}
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