#version 330 core layout (location = 0) in vec3 aPos; layout (location = 1) in vec2 aTexCoord; uniform float frameTime; uniform float frameCount; uniform float scale; uniform vec2 uniPos; out vec2 TexCoord; void main() { TexCoord = vec2((aTexCoord.x + frameTime + 0.0001)*frameCount, aTexCoord.y + 0.0001); gl_Position = vec4(vec3(aPos.x + uniPos.x, aPos.y + uniPos.y, aPos.z) * scale, 1.0); }