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