#version 450 core struct Verx { vec4 pos; vec4 col; }; layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ; layout (std430, binding = 6) readonly buffer Pos { Verx data[]; }; int indices[6] = {0,1,3,0,3,2}; out vec4 vColC; out vec4 vColE; out vec4 vPos; out vec2 vDist; void main() { uint i0 = gl_VertexID / 6; uint k = indices[gl_VertexID % 6]; vec4 br = //gl_Position = theMat * vec4(pos,1); gl_Position = vec4(pos,1); vCol = col; }