#version 450 core struct PosTex { vec4 pospos; vec4 texang; }; layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ; layout (std430, binding = 2) readonly buffer Pos { PosTex data[]; }; int indices[6] = {0,1,3,0,3,2}; void main() { vec4 pp = data[gl_VertexID / 6].pospos; int j = indices[gl_VertexID % 6]; float z = (j / 2 > 0.5 ? 5000 : 100); vec2 xy = (j % 2 > 0 ? pp.xy : pp.zw); gl_Position = theMat * vec4(xy,z,1); }