#version 450 core layout (location = 0) in vec4 posXX; layout (location = 1) in vec4 texPosRot; layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ; out vec4 vTexPosRot; out vec2 vPos; void main() { vPos = posXX.xy; gl_Position = theMat * vec4(vPos,0,1.0) ; vTexPosRot = texPosRot; }