#version 450 layout(location = 0) in vec3 inPosition; layout(location = 1) in vec2 inTexCoord; layout(location = 2) in vec4 inColor; layout(location = 0) out vec2 fragCoord; layout(location = 1) out vec4 color; layout(set = 2, binding = 0) uniform UBO { mat4 viewProjection; } ubo; void main() { gl_Position = ubo.viewProjection * vec4(inPosition, 1.0); fragCoord = inTexCoord; color = inColor; }