#version 460 layout(location = 0) in vec2 pos; layout(location = 1) in vec2 uv; layout(location = 2) in vec4 color; layout(location = 0) out vec2 oUV; layout(location = 1) out vec4 oColor; // Probably forgot about this matrix and // searched hours for why the rendering isn't working :/ layout(set = 0, binding = 0) uniform UBO { mat4 projection; } ubo; void main() { gl_Position = ubo.projection*vec4(pos, 0.0, 1.0); oUV = uv; oColor = color; }