#version 300 es in uvec3 pos; out vec4 v_color; uniform vec2 scale; uniform vec2 offset; uniform vec4 colors[16]; uniform vec2 tilts[7]; uniform float tilt; void main() { v_color = colors[pos.z]; vec2 node = tilts[pos.y]; gl_Position = vec4( float(pos.x) * scale.x + offset.x + node[1] * tilt, float(node[0]) * scale.y + offset.y, 1, 1 ); }