#version 450
layout(set=0, binding = 0)
uniform Globals {
mat4 viewport;
};
layout(location = 0) in vec2 v_Pos;
layout(location = 1) in vec3 i_Pos;
layout(location = 2) in vec2 i_Scale;
layout(location = 3) in vec4 i_Color;
layout(location = 0) out vec4 f_Color;
void main() {
gl_Position = viewport *
vec4(
vec3(
((v_Pos * i_Scale) + i_Pos.xy),
i_Pos.z
),
1.0
);
f_Color = i_Color;
}