#version 450 layout (constant_id = 0) const bool InvertY = false; // Attributes layout(location=0) in vec3 a_position; layout(location=1) in vec4 a_color; layout(location=2) in vec2 a_texCoords0; // Uniforms layout(set=0,binding =0) uniform a_MatrixTransform { mat4x4 MatrixTransform; }; // Varyings layout(location=0) out vec4 v_color; layout(location=1) out vec2 v_texCoords; void main() { v_color = a_color; v_texCoords = a_texCoords0; gl_Position = MatrixTransform * vec4(a_position, 1.0); }