#version 440
layout(location = 0) in vec2 position;
layout(location = 1) in vec2 tex_coords;
layout(location = 0) out vec2 v_tex_coords;
layout(std140, set = 0, binding = 0) uniform InputUniform {
mat4 matrix;
vec2 size;
float hue;
float contrast;
float brightness;
float saturation;
uint grayscale;
uint invert;
};
void main() {
v_tex_coords = tex_coords;
gl_Position = matrix * vec4(position, 0.0, 1.0);
}