#version 440 layout(location = 0) in vec2 vPos; layout(location = 1) in vec2 vTex; layout(location = 0) out vec4 fTexS; layout(location = 1) out float progress; layout(std140, binding = 0) uniform buf { mat4 matrix; vec4 animPos; // x,y, x,y (two frames for interpolation) vec3 animData; // w,h(premultiplied of anim), interpolation progress float opacity; } ubuf; out gl_PerVertex { vec4 gl_Position; }; void main() { progress = ubuf.animData.z; // Calculate frame location in texture fTexS.xy = ubuf.animPos.xy + vTex.xy * ubuf.animData.xy; // Next frame is also passed, for interpolation fTexS.zw = ubuf.animPos.zw + vTex.xy * ubuf.animData.xy; gl_Position = ubuf.matrix * vec4(vPos.x, vPos.y, 0, 1); }