vec2(1.0f, 1.0f) ); vec2 pos = quad[gl_VertexID] + vec2(float(gl_InstanceID), 0.0f); pos /= vec2(u_layer_count, 1.0f); gl_Position = vec4(pos * 2.0 - 1.0, 0.0, 1.0); v_texcoord = vec3(quad[gl_VertexID], gl_InstanceID); }