#version 450 core layout(location = 0) in vec2 Vertex; layout(location = 1) in vec2 TexCoord; layout(location = 0) out vec2 FragmentTexCoord; layout(push_constant) uniform Consts { mat4 local_to_world; } pc; void main() { gl_Position=vec4(Vertex,0.0,1.0)*pc.local_to_world; FragmentTexCoord=TexCoord; }