1#version 450 2#extension GL_ARB_separate_shader_objects : enable 3 4layout(binding = 1) uniform UniformBufferObject { 5 mat4 posTransform; 6 mat4 texcoordTransform; 7} ubo; 8 9layout(location = 0) in vec2 inPosition; 10layout(location = 1) in vec2 texCoord; 11 12layout(location = 0) out vec2 fragTexCoord; 13 14void main() { 15 gl_Position = vec4((ubo.posTransform * vec4(inPosition, 0.0, 1.0)).xy, 0.0, 1.0); 16 fragTexCoord = (ubo.texcoordTransform * vec4(texCoord, 0.0, 1.0)).xy; 17} 18