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