#version 150 in vec3 Position; in vec2 UV0; in vec4 Color; in ivec2 UV2; uniform sampler2D Sampler2; uniform mat4 ModelViewMat; uniform mat4 ProjMat; out float vertexDistance; out vec2 texCoord0; out vec4 vertexColor; void main() { gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0); vertexDistance = length((ModelViewMat * vec4(Position, 1.0)).xyz); texCoord0 = UV0; vertexColor = Color * texelFetch(Sampler2, UV2 / 16, 0); }