#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));
}