#version 450 layout(location = 0) in vec3 a_pos; layout(set = 1, binding = 0) uniform VertexUniforms { mat4 u_mvp; vec4 u_color; }; layout(location=1) in vec2 uv; layout(location=0) out vec2 out_uv; void main() { gl_Position = u_mvp * vec4(a_pos, 1.0); out_uv = uv; }