#version 440 layout( location = 0 ) in vec4 in_vertex; layout( location = 1 ) in vec2 in_coord; layout( location = 0 ) out vec2 coord; layout( std140, binding = 0 ) uniform buf { mat4 matrix; vec4 color; vec4 arc; float spreadRadius; float blurRadius; float opacity; } ubuf; void main() { coord = in_coord; gl_Position = ubuf.matrix * in_vertex; }