#version 450 layout (location = POSITION) in vec2 a_pos; layout (location = TEXCOORD0) in vec3 a_uv; layout (location = TEXCOORD0) out vec3 f_uv; layout (binding = 0, std140) uniform globals { mat4 proj_mat; }; void main() { gl_Position = proj_mat * vec4(a_pos, 0, 1.0); f_uv = a_uv; }