#version 450 layout (location = 0) in vec3 inPos; layout (location = 1) in vec2 inUV; layout (binding = 0) uniform UBO { mat4 projection; mat4 modelview; } ubo; layout (location = 0) out vec3 outUV; void main() { outUV = vec3(inUV.st, gl_InstanceIndex); vec4 tmpPos = vec4(inPos, 1.0); tmpPos.y += gl_InstanceIndex; tmpPos.xy *= vec2(1.0/4.0, 1.0/3.0); gl_Position = ubo.projection * ubo.modelview * tmpPos; }