#version 450 layout (set = 0, binding = 0) uniform Matrices { mat4 Projection3d; mat4 View; mat4 Sky; mat4 Projection2d; }; layout (set = 1, binding = 0) uniform textureBuffer glyph_data; // per instance data layout (location = 0) in uint glyph_index; layout (location = 1) in vec4 glyph_color; layout (location = 2) in vec2 glyph_position; // rg -> offset x,y // ba -> texture u,v layout (location = 0) out vec2 uv; layout (location = 1) out vec4 color; void main (void) { vec4 glyph = texelFetch (glyph_data, int(glyph_index) * 4 + gl_VertexIndex); // offset stored in glyph components 0 and 1 vec2 position = glyph_position + glyph.xy; gl_Position = Projection2d * vec4 (position.xy, 0.0, 1.0); // texture uv stored in glyph components 2 and 3 uv = glyph.pq; color = glyph_color; }