#version 310 es layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; layout(location = 2) in vec4 Color; layout(location = 0) out vec2 vTexCoord; layout(location = 1) out vec4 vColor; layout(set = 0, binding = 0, std140) uniform UBO { mat4 MVP; } global; void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord; vColor = Color; }