#version 450 // 64 bytes layout(push_constant) uniform Transform { mat4 mvp; }; layout(location = 0) in vec3 in_position; //layout(location = 1) in vec4 in_color; //layout(location = 2) in vec2 in_tex_coord0; //layout(location = 3) in vec2 in_tex_coord1; //layout(location = 0) out vec4 frag_color; //layout(location = 1) out vec2 frag_tex_coord0; //layout(location = 2) out vec2 frag_tex_coord1; out gl_PerVertex { vec4 gl_Position; }; void main() { gl_Position = mvp * vec4(in_position, 1.0); //frag_color = in_color; //frag_tex_coord0 = in_tex_coord0; }