#version 450 layout (location = 0) in vec2 in_position; layout (location = 1) in vec2 in_texCoord; layout (location = 2) in vec4 in_color; layout (set = 1, binding = 0) uniform ProjectionMatrixBuffer { mat4 projection_matrix; }; layout (location = 0) out vec4 color; layout (location = 1) out vec2 texCoord; void main() { gl_Position = projection_matrix * vec4(in_position, 0, 1); color = in_color; texCoord = in_texCoord; }