#version 330 core uniform mat4 transform; vec3 gridPlane[6] = vec3[]( vec3(1, 1, 0), vec3(-1, -1, 0), vec3(-1, 1, 0), vec3(-1, -1, 0), vec3(1, 1, 0), vec3(1, -1, 0) ); void main() { vec3 p = gridPlane[gl_VertexID].xyz; gl_Position = vec4(p, 1.0f); }