#version 450 layout(location = 0) in vec3 V; layout(location = 1) in uint HasTex; layout(location = 2) in vec2 UV; layout(location = 3) in vec4 C; layout(set = 0, binding = 0) uniform Locals { mat4 View; mat4 Proj; mat4 matrix_2d; uvec4 light_count; vec4 cam_pos; }; layout(set = 1, binding = 0) buffer readonly Instances { mat4 matrices[]; }; layout(location = 0) out vec3 UvTex; layout(location = 1) out vec4 Color; void main() { gl_Position = matrix_2d * matrices[gl_InstanceIndex] * vec4(V.xyz, 1.0); UvTex = vec3(UV, HasTex); Color = C; }