layout (location = 0) in vec2 a_position; layout (location = 1) in vec2 a_texCoords; layout (location = 2) in vec4 a_color; layout (location = 0) out vec2 v_texCoords; layout (location = 1) out vec4 v_color; layout (binding = 0) uniform UBO { mat4 u_projection; }; void main() { v_texCoords = a_texCoords; v_color = a_color; gl_Position = vec4(a_position, 0, 1) * u_projection; #ifdef VULKAN gl_Position.y = -gl_Position.y; gl_Position.z = (gl_Position.z + gl_Position.w) * 0.5; #endif }