#depth off #blend mix @vs vs in vec2 a_pos; in vec2 a_uv; uniform vec2 diffuse_size; struct particle { mat4 model; vec4 color; }; readonly buffer ssbo { particle par[]; }; out vec2 uv; out vec4 color0; uniform mat4 vp; uniform float baseinstance; void main() { particle p = par[int(baseinstance)+gl_InstanceIndex]; gl_Position = vp * p.model * vec4(a_pos, 0.0, 1.0); uv = a_uv; color0 = p.color; } @end @fs fs in vec2 uv; in vec4 color0; out vec4 color; texture2D diffuse; sampler smp; void main() { color = texture(sampler2D(diffuse,smp),uv); color *= color0; } @end @program text vs fs