#version 450 layout (constant_id = 0) const bool InvertY = false; layout(location =0) in vec2 In_Position; layout(location =0) out vec4 V_Color; layout(set=0,binding=0) uniform InfoBuffer { vec4 Color; vec2 Offset; vec2 Spare; }; layout(set=0,binding=1) uniform ProjView { mat4 View; mat4 Proj; }; void main() { V_Color = Color; gl_Position = Proj*View*vec4(clamp(In_Position-Offset,vec2(0,-5000),vec2(10000,5000)),0,1); }