#version 450
layout(location = 0) out vec4 outColor;
struct Particle {
vec2 pos;
vec2 vel;
vec4 color;
};
layout(set = 0, binding = 0) readonly buffer Particles {
Particle particles[];
};
void main() {
vec2 pos = particles[gl_VertexIndex].pos.xy;
gl_Position = vec4(pos, 0.0, 1.0);
gl_PointSize = 2.0;
outColor = particles[gl_VertexIndex].color;
}