#version 450 layout(location = 0) in vec2 v_Pos; layout(location = 1) in vec2 i_Pos; layout(location = 2) in vec2 i_Scale; layout(location = 3) in vec2 i_Atlas_Pos; layout(location = 4) in vec2 i_Atlas_Scale; layout(location = 5) in uint i_Layer; layout (set = 0, binding = 0) uniform Globals { mat4 u_Transform; }; layout(location = 0) out vec3 o_Uv; void main() { o_Uv = vec3(v_Pos * i_Atlas_Scale + i_Atlas_Pos, i_Layer); mat4 i_Transform = mat4( vec4(i_Scale.x, 0.0, 0.0, 0.0), vec4(0.0, i_Scale.y, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(i_Pos, 0.0, 1.0) ); gl_Position = u_Transform * i_Transform * vec4(v_Pos, 0.0, 1.0); }