#version 440 layout(location = 0) in vec4 position; layout(location = 1) in vec2 texcoord; layout(location = 0) out vec2 uv; layout(std140, binding = 0) uniform buf { mat4 matrix; float opacity; } ubuf; out gl_PerVertex { vec4 gl_Position; }; void main() { uv = texcoord; gl_Position = ubuf.matrix * position; }