#version 450 layout(set = 1, binding = 0) uniform Viewport { ivec2 view; }; layout(location = 0) in ivec2 position; layout(location = 1) in ivec2 in_uv; layout(location = 2) in ivec4 color; layout(location = 0) out vec2 out_uv; layout(location = 1) out vec4 out_color; void main() { vec2 pos; pos.x = float(position.x)*2.0 / view.x - 1.0; pos.y = -(float(position.y)*2.0 / view.y - 1.0); gl_Position = vec4(pos, 0.0, 1.0); out_uv = vec2(float(in_uv.x), float(in_uv.y)); out_color = vec4(color) / 255.0; }