#version 450
layout(location = 0) in vec2 a_Pos;
layout(location = 1) in vec4 a_Color;
layout (set = 0, binding = 0) uniform Globals {
mat4 u_Transform;
};
layout(location = 0) flat out vec4 v_Color;
void main() {
v_Color = a_Color;
gl_Position = u_Transform * vec4(a_Pos, 0.0, 1.0);
}