#version 450 layout(location = 0) in vec2 i_Position; layout(location = 1) in vec4 i_Color; layout(location = 0) out vec4 o_Color; layout (set = 0, binding = 0) uniform Globals { mat4 u_Transform; float u_Scale; }; void main() { vec2 p_Position = i_Position * u_Scale; gl_Position = u_Transform * vec4(p_Position, 0.0, 1.0); o_Color = i_Color; }