#version 450 layout(location=0) in vec3 a_position; layout(location=1) in vec2 a_tex_coords; layout(location=0) out vec2 v_tex_coords; layout(set=1, binding=0) uniform Uniforms { mat4 u_view_proj; }; void main() { v_tex_coords = a_tex_coords; gl_Position = u_view_proj * vec4(a_position, 1.0); }