#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 radius; vec2 aspect; float blurExtent; float opacity; } ubuf; out gl_PerVertex { vec4 gl_Position; }; void main() { coord = in_coord; gl_Position = ubuf.matrix * in_vertex; }