#version 450 #extension GL_ARB_separate_shader_objects : enable layout (location = 0) in vec2 inVertex; layout (location = 1) in vec4 inVertexColor; layout (location = 2) in vec3 inVertexTexCoord; layout(push_constant) uniform SPosBO { layout(offset = 0) mat4x2 gPos; } gPosBO; layout (location = 0) noperspective out vec4 oVertColor; #ifdef TW_TEXTURED layout (location = 1) noperspective out vec3 oTexCoord; #endif void main() { gl_Position = vec4(gPosBO.gPos * vec4(inVertex, 0.0, 1.0), 0.0, 1.0); #ifdef TW_TEXTURED oTexCoord = inVertexTexCoord; #endif oVertColor = inVertexColor; }