#version 450 core layout(location = 0) in vec2 Vertex; layout(binding = 0) uniform WorldMatrix { mat4 ortho; mat4 projection; mat4 modelview; mat4 mvp; vec4 view_pos; } world; layout(location = 0) out vec4 FragmentColor; void main() { FragmentColor=vec4(1.0); gl_Position=vec4(Vertex,0.0,1.0)*world.ortho; }