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