#version 450 layout(location = 0) in vec2 inPosition; layout(location = 1) in vec2 inTexCoord; layout(location = 2) in vec4 inColor; layout (set = 2, binding = 0) uniform UniformBlock { mat4 projectionMatrix; } Uniforms; layout(location = 0) out vec2 outTexCoord; layout(location = 1) out vec4 outColor; void main() { gl_Position = Uniforms.projectionMatrix * vec4(inPosition, 0.0, 1.0); outTexCoord = inTexCoord; outColor = inColor; }