#version 460 core layout (location = 0) in vec2 aCoord; layout (location = 0) out vec2 texCoord; layout (set = 0, binding = 0) uniform Matrices { vec2 viewport; float time; vec3 cam_pos; vec3 cam_dir; }; void main() { texCoord = aCoord; gl_Position = vec4(aCoord, 0.0, 1.0); }