#version 330 core in vec2 TexCoords; out vec4 color; uniform sampler2D image; uniform vec3 spriteColor; uniform float spriteX; uniform float spriteY; void main() { float x = TexCoords.x / 10 + spriteX; float y = TexCoords.y; color = vec4(spriteColor, 1.0f) * texture(image, vec2(x, y)); }