uniform mat4 modelViewProjectionMatrix; uniform sampler2DRect particles0; uniform sampler2DRect particles1; uniform sampler2DRect particles2; in vec4 position; in vec2 texcoord; out vec2 texCoordVarying; void main() { texCoordVarying = texcoord; gl_Position = modelViewProjectionMatrix * vec4(texture(particles0, texCoordVarying).xyz, 1.0); }