#version 450
#extension GL_ARB_separate_shader_objects : enable
layout(push_constant) uniform PushConstants {
vec4 color;
mat4 transform;
} push_constants;
layout(location = 0) out vec4 vertex_color;
vec2 positions[3] = vec2[](
vec2(0.0, 1.0),
vec2(1.0, 1.0),
vec2(0.5, 0.1339746)
);
void main() {
vec2 pos = positions[gl_VertexIndex];
vertex_color = push_constants.color;
gl_Position = push_constants.transform * vec4(pos, 0.0, 1.0);
}