#version 450 layout (push_constant) uniform PushConsts { vec2 screen_size; } push; layout(location = 0) in vec2 pos; layout (location = 1) in vec2 uv; layout (location = 2) in uint col; // rgba of u8s out gl_PerVertex { vec4 gl_Position; }; layout (location = 1) out vec2 frag_uv; layout (location = 2) out uint frag_col; void main() { gl_Position = vec4( ((pos.x / push.screen_size.x) * 2.0) - 1.0, ((pos.y / push.screen_size.y) * 2.0) - 1.0, 0.0, 1.0 ); frag_uv = uv; frag_col = col; }