#version 450 layout(location = 0) in vec2 inPosition; layout(location = 1) in vec2 inUV; layout(location = 2) in vec4 inColor; layout(location = 0) out vec4 fragColor; layout(location = 1) out vec2 fragUV; layout(push_constant) uniform PC { mat4 mvp; } pc; void main() { gl_Position = pc.mvp * vec4(inPosition, 0.0, 1.0); fragColor = inColor; fragUV = inUV; }