#version 450
#extension GL_ARB_separate_shader_objects : enable
layout(set = 0, binding = 0) uniform SceneData {
vec4 rect_center;
} sceneData;
layout(location = 0) in vec4 inPos;
layout(location = 1) in vec4 inColor;
layout(location = 0) out vec4 fragmentColor;
void main() {
gl_Position = sceneData.rect_center + inPos;
fragmentColor = inColor;
}