#version 330 core layout (location = 0) in vec3 aPos; out vec3 TexCoords; uniform float u_Time; uniform float u_ScrollSpeed; uniform mat4 model; uniform mat4 view; uniform mat4 projection; void main() { TexCoords = aPos; /* Rotate texture coords around Y axis for scrolling. */ float angle = u_Time * u_ScrollSpeed; mat3 rot = mat3(cos(angle), 0, sin(angle), 0, 1, 0, -sin(angle), 0, cos(angle)); TexCoords = rot * TexCoords; gl_Position = projection * view * model * vec4(aPos, 1.0); }