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