#version 450 core struct PosCol { vec4 pospos; vec4 col; }; layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ; layout (std430, binding = 1) readonly buffer Pos { PosCol data[]; }; out vec4 vCol; out vec4 vPos; int indices[6] = {0,1,3,0,3,2}; void main() { vCol = data[gl_VertexID / 6].col; vec4 pp = data[gl_VertexID / 6].pospos; int j = indices[gl_VertexID % 6]; float z = (j > 1.5 ? 5000 : 0); vec2 xy = (j % 2 > 0 ? pp.xy : pp.zw); vPos = vec4( xy, z, 1); gl_Position = theMat * vPos; }