#version 450 layout (location = 0) in vec3 a_pos; layout (location = 1) in vec2 a_tex_coord; layout (location = 0) out vec2 v_tex_coord; layout (push_constant) uniform constants { mat4 mvp; } PC; void main() { gl_Position = PC.mvp * vec4(a_pos, 1.0); v_tex_coord = a_tex_coord; }