#version 450
layout (location = 0) in vec2 position;
layout (location = 1) in vec2 uv;
layout (location = 2) in vec4 color;
layout (push_constant) uniform PushConstants {
vec2 scale;
vec2 translate;
} pushConstants;
layout (location = 0) out vec2 outUV;
layout (location = 1) out vec4 outColor;
out gl_PerVertex {
vec4 gl_Position;
};
void main()
{
outUV = uv;
outColor = color;
gl_Position = vec4((position * pushConstants.scale + pushConstants.translate), 0.0, 1.0);
}