#version 450 layout(location = 0) in vec2 v_Pos; layout(location = 1) in vec2 i_Pos; layout(location = 2) in vec2 i_Scale; layout (set = 0, binding = 0) uniform Globals { mat4 u_Transform; }; layout(location = 0) out vec2 o_Uv; void main() { o_Uv = v_Pos; 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); }