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