#version 450 layout (set = 0, binding = 0) uniform Matrices { mat4 Projection3d; mat4 View; mat4 Sky; mat4 Projection2d; }; layout (location = 0) in vec2 vertex; layout (location = 1) in vec2 uv; layout (location = 2) in vec4 vcolor; layout (location = 0) out vec4 color; void main (void) { gl_Position = Projection2d * vec4 (vertex.xy, 0.0, 1.0); color = vcolor; }