#version 430 layout(constant_id = 5) const bool enable_thing = false; layout(location = 0) in vec2 i_position; layout(location = 1) in vec3 i_color; layout(set=0, binding=0) uniform anon { mat4 foo; }; out vec2 v_texcoords; out vec4 v_color; vec4 calc_pos(vec2 p) { return vec4(p, 0.0, 1.0); } void main() { v_texcoords = i_position; vec4 pos = calc_pos(i_position); v_color = vec4(i_color, 0.0); gl_Position = pos; }