#extension GL_EXT_buffer_reference : require struct vertex { vec2 pos; vec2 uv; uint color; uint padding; }; 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 = v.uv; gl_Position = vec4(v.pos * params.scale + params.translate, 0.0, 1.0); // vec2 pos[3] = vec2[3]( vec2(-0.7, 0.7), vec2(0.7, 0.7), vec2(0.0, -0.7) ); // gl_Position = vec4(pos[gl_VertexIndex], 1.0, 1.0); }