1#version 450 core
2layout(location = 0) in vec2 aPos;
3layout(location = 1) in vec2 aUV;
4layout(location = 2) in vec4 aColor;
5
6layout(push_constant) uniform uPushConstant{
7    vec2 uScale;
8    vec2 uTranslate;
9} pc;
10
11out gl_PerVertex{
12    vec4 gl_Position;
13};
14
15layout(location = 0) out struct{
16    vec4 Color;
17    vec2 UV;
18} Out;
19
20void main()
21{
22    Out.Color = aColor;
23    Out.UV = aUV;
24    gl_Position = vec4(aPos*pc.uScale+pc.uTranslate, 0, 1);
25}
26