#version 450 layout(location = 0) in vec2 in_pos; layout(location = 1) in vec4 in_col; layout(push_constant) uniform PC { vec2 scale; } pc; layout(location = 0) out vec4 v_col; void main() { gl_Position = vec4( in_pos * pc.scale - 1.0, 0.0, 1.0 ); v_col = in_col; }