#version 450

layout (location = 0) in vec2 inPos;
layout (location = 1) in vec2 inTextCoords;
layout (location = 2) in vec4 inColor;

layout(push_constant) uniform PushConstants{
    vec2 scale;
} pushConstants;

layout (location = 0) out vec2 outTextCoords;
layout (location = 1) out vec4 outColor;

out gl_PerVertex
{
    vec4 gl_Position;
};

void main() {
    outTextCoords = inTextCoords;
    outColor = inColor;
    gl_Position = vec4(inPos * pushConstants.scale + vec2(-1.0,1.0),0.0,1.0);
}
