#version 450 core layout(location = 0) in vec2 Vertex; layout(binding=0) uniform WorldMatrix // hgl/math/Math.h { mat4 ortho; mat4 projection; mat4 inverse_projection; mat4 modelview; mat4 inverse_modelview; mat4 mvp; mat4 inverse_mvp; vec4 view_pos; vec2 canvas_resolution; vec2 viewport_resolution; } world; void main() { gl_Position=vec4(Vertex,0.0,1.0)*world.ortho; }