#version 440 layout(location = 0) in vec4 position; layout(location = 1) in vec2 texcoord; layout(location = 2) in vec4 color; layout(location = 0) out vec2 v_texcoord; layout(location = 1) out vec4 v_color; layout(std140, binding = 0) uniform buf { mat4 mvp; float opacity; float sdrMult; }; void main() { v_texcoord = texcoord; v_color = color; gl_Position = mvp * vec4(position.xy, 0.0, 1.0); }