layout(push_constant) uniform PushConstants { uint LightStart; uint LightEnd; int SurfaceIndex; int PushPadding1; vec3 LightmapOrigin; float PushPadding2; vec3 LightmapStepX; float PushPadding3; vec3 LightmapStepY; float PushPadding4; }; layout(location = 0) in vec2 aPosition; layout(location = 0) out vec3 worldpos; void main() { worldpos = LightmapOrigin + LightmapStepX * aPosition.x + LightmapStepY * aPosition.y; gl_Position = vec4(aPosition * 2.0 - 1.0, 0.0, 1.0); }