#version 330 core layout(location=0) in vec2 aPos; uniform mat4 Projection; uniform mat4 View; uniform mat4 LetterTransforms[32]; out vec2 TexCoords; flat out int Index; void main() { gl_Position = Projection * View * LetterTransforms[gl_InstanceID] * vec4(aPos, 0.0, 1.0); vec2 tex = aPos; TexCoords = tex; TexCoords.y = 1.0 - TexCoords.y; Index = gl_InstanceID; }