layout (location = 0) in vec2 i_pos; layout (location = 1) in vec2 i_size; layout (location = 2) in vec2 i_uv_pos; layout (location = 3) in vec2 i_uv_size; layout (location = 4) in vec4 i_color; out vec2 v_uv; out vec4 v_color; void main(void) { const vec2[] verts = vec2[]( vec2( 0., 0.), vec2( 0., -1.), vec2( 1., -1.), vec2( 0., 0.), vec2( 1., -1.), vec2( 1., 0.) ); vec2 p = gl_VertexID < verts.length()? verts[gl_VertexID]: vec2(0.); vec2 dp = p*i_size + i_pos; gl_Position = vec4(dp, 0, 1); v_uv = p*i_uv_size + i_uv_pos; v_color = i_color; }