Updates
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#version 450
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layout (location = 0) in vec2 position;
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layout (location = 1) in vec3 color;
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layout (location = 0) out vec3 fragColor;
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layout (push_constant) uniform Push {
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mat4 transform;
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vec4 color;
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} push;
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void main() {
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gl_Position = vec4(push.transform * vec4(position, 0.0, 1.0));
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fragColor = color;
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}
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