#version 450 layout(location = 0) in vec2 a_pos; layout(location = 1) in vec4 a_color; layout(set = 1, binding = 0) uniform VertexUniforms { vec2 u_viewport; }; layout(location = 0) out vec4 v_color; void main() { vec2 ndc = vec2((a_pos.x / u_viewport.x) * 2.0 - 1.0, 1.0 - (a_pos.y / u_viewport.y) * 2.0); gl_Position = vec4(ndc, 0.0, 1.0); v_color = a_color; }