#extension GL_EXT_buffer_reference : require struct vertex { float pos_x; float pos_y; float uv_x; float uv_y; uint color; }; layout(buffer_reference) readonly buffer vertices { vertex vertices[]; }; layout(set = 2, binding = 0) uniform parameters { vertices vertex_buffer; vec2 scale; vec2 translate; uint texture_index; } params; out gl_PerVertex { vec4 gl_Position; }; layout(location = 0) out struct { vec2 uv; vec4 color; } Out; void main() { vertex v = params.vertex_buffer.vertices[gl_VertexIndex]; Out.color = unpackUnorm4x8(v.color); Out.uv = vec2(v.uv_x, v.uv_y); vec2 pos = vec2(v.pos_x, v.pos_y); gl_Position = vec4(pos * params.scale + params.translate, 0.0, 1.0); }