#version 450
layout(location = 0) in vec3 Vertex_Position;
layout(location = 1) in vec2 Vertex_Uv;
layout(location = 2) in vec4 Vertex_Color;
layout(location = 0) out vec2 v_Uv;
layout(location = 1) out vec4 v_Color;
layout(set = 0, binding = 0) uniform MegaUiTransform {
vec2 scale;
vec2 translation;
};
void main() {
v_Uv = Vertex_Uv;
v_Color = Vertex_Color;
gl_Position = vec4(Vertex_Position * vec3(scale, 1.0) + vec3(translation, 0.0), 1.0);
}