layout(location = 0) in vec2 in_position; layout(location = 1) in vec2 in_uv; layout(location = 2) in vec4 in_color; layout(location = 0) out vec4 out_color; layout(location = 1) out vec2 out_uv; layout(std430, push_constant) uniform PushConstant { mat4 projection; }; void main() { gl_Position = projection * vec4(in_position, 0.0, 1.0); out_color = in_color; out_uv = in_uv; }