#version 150 uniform mat4 modelViewMatrix; uniform mat4 projectionMatrix; uniform vec3 chunkOffset; in vec3 vaPosition; in vec4 vaColor; in vec2 vaUV0; in ivec2 vaUV2; out vec2 texCoord; out vec4 tintColor; out vec2 lightCoord; void main() { gl_Position = projectionMatrix * modelViewMatrix * vec4(vaPosition + chunkOffset, 1.0); texCoord = vaUV0; tintColor = vaColor; lightCoord = vaUV2 / 256.0; }