#version 450
layout(set = 0, binding = 0) uniform Globals {
mat4 ortho;
float scale;
} global;
layout(location = 0) in vec3 position;
layout(location = 1) in vec2 uv;
layout(location = 0) out vec2 f_uv;
layout(location = 1) out float f_scale;
void main() {
f_uv = uv;
f_scale = global.scale;
gl_Position = global.ortho * vec4(position, 1.0);
}