#version 310 es layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; layout(location = 0) out vec2 vTexCoord; layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; void main() { gl_Position = global.MVP * vec4(TexCoord, 0.0, 1.0); vTexCoord = TexCoord; }