#version 450 #extension GL_ARB_separate_shader_objects : enable layout(location = 0) in vec3 vPos; layout(location = 1) in vec2 vUv; layout(location = 0) out vec2 glyphUV; layout(location = 1) out vec4 glyphColor; layout(std140, binding = 0) uniform Data { mat4 proj; mat4 view; mat4 model; vec4 color; } data; void main() { gl_Position = data.proj * data.view * data.model * vec4(vPos, 1.0); glyphUV = vUv; glyphColor = data.color; }