#version 450 layout(set = 1, binding = 0) uniform UBO { mat4 camera; }; layout(location = 0) in vec2 in_pos; layout(location = 1) in vec2 in_uv; layout(location = 0) out vec2 out_uv; void main() { gl_Position = camera * vec4(in_pos, 0.0, 1.0); out_uv = in_uv; }