#version 450 layout(push_constant) uniform Push { mat4 ui_to_ndc; uvec4 unused_vec_0; vec4 unused_vec_1; vec4 unused_vec_2; vec4 unused_vec_3; } push; layout(location = 0) in vec2 i_pos; layout(location = 1) in vec2 i_uv; layout(location = 2) in vec4 i_col; layout(location = 0) out vec4 o_col; layout(location = 1) out vec2 o_uv; void main() { o_uv = i_uv; o_col = i_col; gl_Position = push.ui_to_ndc * vec4(i_pos.xy, 0.0, 1.0); }