#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); }