#version 450 #extension GL_ARB_separate_shader_objects : enable layout(set = 0, binding = 0) uniform Args { mat4 mvp; } uniform_buffer; layout(location = 0) in vec2 pos; layout(location = 1) in vec2 in_uv; layout(location = 2) in vec4 in_color; layout(location = 0) out vec2 uv; layout(location = 1) out vec4 color; void main() { uv = in_uv; color = in_color; gl_Position = uniform_buffer.mvp * vec4(pos.x, pos.y, 0.0, 1.0); }