#version 450 layout(location = 0) in vec3 inPos; layout(location = 1) in vec2 intTextCoords; layout(location = 0) out vec2 outTextCoords; layout(push_constant) uniform matrices{ mat4 projectionMatrix; mat4 modelMatrix; } push_constants; void main() { gl_Position = push_constants.projectionMatrix * push_constants.modelMatrix * vec4(inPos,1); outTextCoords = intTextCoords; }