#version 430 core
layout(location = 0) in vec2 a_pos;
layout(location = 1) in vec2 a_uv;
layout(location = 2) in vec4 a_col;
layout(push_constant) uniform push_t {
vec2 g_dims_rcp;
};
out gl_PerVertex {
vec4 gl_Position;
};
layout(location = 0) out vec2 v_uv;
layout(location = 1) out vec4 v_col;
void main() {
gl_Position = vec4(a_pos*g_dims_rcp*2.0 - 1.0, 0, 1);
v_uv = a_uv;
v_col = a_col;
}