#version 450 layout(location = 0) in vec3 in_position; layout(location = 1) in vec2 in_tex_coord; layout(location = 0) out vec2 out_tex_coord; layout(push_constant) uniform PushConstants { mat4 mvp; } push_constants; void main() { gl_Position = push_constants.mvp * vec4(in_position, 1.0); out_tex_coord = in_tex_coord; }