4 uniform mat4 perspview;
10 out vec2 v_tex_coords;
14 gl_Position = perspview * model * vec4(position, 0.0, 1.0);
16 // Characters are arranged in a 16x16 square.
17 int xpos = index % 16;
18 int ypos = index / 16;
19 v_tex_coords = (tex_coords + vec2(xpos, ypos)) / 16.;