#version 450 layout (location = 0) in vec3 Position; layout (location = 1) in vec2 TexCoord; layout (location = 0) out vec2 outTexCoord; layout (binding = 0, set = 2) uniform UniformBlock { mat4x4 MatrixTransform; }; void main() { outTexCoord = TexCoord; gl_Position = MatrixTransform * vec4(Position, 1); }