gl3.glEnableVertexAttribArray(1);
{
gl3.glActiveTexture(GL3.GL_TEXTURE0);
texture.enable(gl3);
texture.bind(gl3);
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);