#version 450 core layout(location = 0) in vec2 Vertex; layout(location = 1) in vec3 Color; layout (binding = 0) uniform MVPMatrix { mat4 MVP; } ubo; layout(location = 0) out vec4 FragmentColor; void main() { FragmentColor=vec4(Color,1.0); gl_Position=vec4(Vertex,0.0,1.0)*ubo.MVP; }