#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 {
mat4 proj_mtx;
} pc;
layout(location = 0) out vec2 Frag_UV;
layout(location = 1) out vec4 Frag_Color;
void main() {
Frag_UV = UV;
Frag_Color = Color;
gl_Position = pc.proj_mtx * vec4(Position, 0.0, 1.0);
}