#version 440 layout(location = 0) in vec4 pos; layout(location = 1) in float t; layout(location = 0) out float vT; layout(std140, binding = 0) uniform buf { mat4 qt_Matrix; vec4 color; float qt_Opacity; float size; float spread; }; out gl_PerVertex { vec4 gl_Position; }; void main(void) { vec4 adjustedPos = pos; adjustedPos.y += (t * size); gl_Position = qt_Matrix * adjustedPos; vT = t; }