#version 450 layout (location = 0) in vec2 inPos; layout (location = 1) in vec2 inUV; layout (location = 2) in vec4 inColor; layout (push_constant) uniform PushConstants { vec2 scale; vec2 translate; } pushConstants; layout (location = 0) out vec2 outUV; layout (location = 1) out vec4 outColor; out gl_PerVertex { vec4 gl_Position; }; void main() { outUV = inUV; outColor = inColor; gl_Position = vec4(inPos * pushConstants.scale + pushConstants.translate, 0.0, 1.0); }