#version 450
#extension GL_ARB_separate_shader_objects : enable
layout(push_constant) uniform PushConstant {
vec4 color;
vec2 pos;
vec2 scale;
} pcs;
layout(location = 0) out vec4 vertex_color;
vec2 positions[3] = vec2[](
vec2(0.0, -0.5),
vec2(-0.5, 0.5),
vec2(0.5, 0.5)
);
void main() {
vec2 position = positions[gl_VertexIndex] * pcs.scale;
vertex_color = pcs.color;
gl_Position = vec4((position + pcs.pos), 0.0, 1.0);
}