#version 450 layout(location = 0) in vec2 inPosition; layout(location = 1) in vec3 inColor; layout(location = 2) in vec2 inTexCoord; layout(location = 3) in int inTexIndex; layout(location = 0) out vec3 fragColor; layout(location = 1) out vec2 fragTexCoord; layout(location = 2) out int fragTexIndex; layout(set = 1, binding = 0) uniform SceneUniformBufferObject { mat4 projection; mat4 view; } ubo; void main() { gl_Position = ubo.projection * ubo.view * vec4(inPosition, 0.0, 1.0); fragColor = inColor; fragTexCoord = inTexCoord; fragTexIndex = inTexIndex; }