#version 450 #extension GL_ARB_separate_shader_objects : enable layout(location = 0) in vec4 a_Pos; layout(location = 1) in vec2 a_TexCoord; layout(location = 0) out vec2 v_TexCoord; layout(set = 0, binding = 0) uniform Locals { mat4 u_Transform; }; void main() { v_TexCoord = a_TexCoord; gl_Position = u_Transform * a_Pos; gl_ClipDistance[0] = 1.0; }