#version 450 // x -> -1 (left) 1(right) // y -> -1 (top) 1(bottom) layout( push_constant ) uniform push{ mat4 transform; }trans; layout(binding = 0) uniform un{ mat4 view; } view; layout(location = 0) in vec2 in_position; layout(location = 1) in vec3 in_color; layout(location = 0) out vec3 frag_color; void main() { gl_Position = trans.transform * vec4(in_position, 0.0, 1.0); frag_color = in_color; }