#version 450 layout(set = 0, binding = 0) uniform Uniforms { mat4 mvp_mat; } uniforms; layout(location = 0) in vec3 pos; layout(location = 1) in vec2 tex_coords; layout(location = 0) out vec2 frag_tex_coords; void main() { gl_Position = uniforms.mvp_mat * vec4(pos, 1.0); frag_tex_coords = tex_coords; }