#version 110 attribute vec3 a_vertex; attribute vec2 a_uv0; uniform float mapSize; void main() { gl_Position = gl_ModelViewProjectionMatrix * vec4(a_vertex, 1.0); gl_TexCoord[0].st = a_uv0; gl_TexCoord[0].zw = vec2(a_vertex.xz)/mapSize; }