#version 440 layout(location = 0) in vec4 vertexCoord; layout(location = 1) in vec4 vertexColor; layout(location = 0) out vec2 coord; layout(std140, binding = 0) uniform buf { mat4 matrix; vec2 translationPoint; vec2 focalToCenter; float centerRadius; float focalRadius; float opacity; } ubuf; out gl_PerVertex { vec4 gl_Position; }; void main() { coord = vertexCoord.xy - ubuf.translationPoint; gl_Position = ubuf.matrix * vertexCoord; }