#version 450 layout( push_constant ) uniform Constants { mat4 model; vec2 offset; vec2 size; } constants; layout(location = 0) in vec3 inPosition; layout(location = 1) in vec3 inNorm; layout(location = 2) in vec2 inUV; layout(location = 0) out vec2 fragUV; void main() { gl_Position = constants.model * vec4(inPosition, 1.0); fragUV = inUV; }