#version 150 core
#include <globals>
in vec4 a_Position;
in vec2 a_TexCoord;
out vec2 v_TexCoord;
in vec4 i_World0;
in vec4 i_World1;
in vec4 i_World2;
in vec4 i_UvRange;
void main() {
mat4 m_World = transpose(mat4(i_World0, i_World1, i_World2, vec4(0.0, 0.0, 0.0, 1.0)));
v_TexCoord = mix(i_UvRange.xy, i_UvRange.zw, a_TexCoord);
gl_Position = u_ViewProj * m_World * a_Position;
}