#version 450 core layout(location = 0) in vec4 a_Position; layout(location = 1) in vec4 a_Tint; layout(location = 2) in vec2 a_TexCoord; layout(std140, binding = 0) uniform ub_ViewProjection { mat4 u_ViewProjection; }; out vec4 vso_Tint; out vec2 vso_TexCoord; void main() { gl_Position = u_ViewProjection * a_Position; vso_Tint = a_Tint; vso_TexCoord = a_TexCoord; }