#version 450 layout(set = 0, binding = 0, std140) uniform UBO { mat4 MVP; }; #pragma stage vertex layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; layout(location = 0) out vec2 vTexCoord; void main() { gl_Position = MVP * Position; vTexCoord = TexCoord; } #pragma stage fragment layout(location = 0) out vec4 color; layout(binding = 1) uniform sampler2D tex; void main() { color = texture(tex, vec2(0.0)); }