#version 450 #extension GL_ARB_separate_shader_objects : enable layout (location = 0) in vec2 inVertex; layout (location = 1) in vec2 inVertexTexCoord; layout (location = 2) in vec4 inVertexColor; layout(push_constant) uniform SPosBO { layout(offset = 0) mat4x2 gPos; layout(offset = 32) float gTextureSize; } gPosBO; layout (location = 0) noperspective out vec2 texCoord; layout (location = 1) noperspective out vec4 outVertColor; void main() { gl_Position = vec4(gPosBO.gPos * vec4(inVertex, 0.0, 1.0), 0.0, 1.0); texCoord = vec2(inVertexTexCoord.x / gPosBO.gTextureSize, inVertexTexCoord.y / gPosBO.gTextureSize); outVertColor = inVertexColor; }