gl3.glUniform1i(textureUnLoc, 0);
gl3.glVertexAttribPointer(0, 4, GL3.GL_FLOAT, false, 0, 0);
gl3.glVertexAttribPointer(1, 2, GL3.GL_FLOAT, false, 0, 4 * 4 * 4);
gl3.glDrawArrays(GL3.GL_QUADS, 0, 4);
texture.disable(gl3);
}
gl3.glDisableVertexAttribArray(0);
gl3.glDisableVertexAttribArray(1);