#version 450
struct Inner {
vec3 v;
float arr[3];
};
layout(push_constant) uniform PushBlock {
vec4 color;
mat4 transform;
float scale;
Inner inner;
} pc;
layout(location = 0) in vec4 i_pos;
layout(location = 0) out vec4 o_color;
void main() {
o_color = pc.color * pc.scale
+ pc.transform * i_pos
+ vec4(pc.inner.v, pc.inner.arr[1]);
}