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#version 460
layout(location = 0) in vec4 vertexPosition;
layout(location = 0) out vec4 vertexColor;
layout(std140, binding = 0) uniform buf
{
vec4 quadColors[2];
mat4 quadMvps[2];
} ubuf;
void main()
{
int drawId = gl_DrawID;
bool ok = gl_BaseVertex == 0 && gl_BaseInstance == 0;
vertexColor = ok ? ubuf.quadColors[drawId]
: vec4(0.0, 0.0, 1.0, 1.0);
gl_Position = ubuf.quadMvps[drawId] * vertexPosition;
}