#version 330 layout (location = 0) in vec2 inVertex; uniform mat4x2 Pos; uniform vec2 Dir; void main() { vec4 VertPos = vec4(inVertex, 0.0, 1.0); VertPos.x += Dir.x * (gl_InstanceID+1); VertPos.y += Dir.y * (gl_InstanceID+1); gl_Position = vec4(Pos * VertPos, 0.0, 1.0); }