#version 460 layout(set = 1, binding = 0) uniform Parameters { vec2 u_windowSize; }; layout(location = 0) in vec2 i_position; layout(location = 1) in vec2 i_texCoord; layout(location = 2) in vec4 i_color; layout(location = 0) out vec2 o_texCoord; layout(location = 1) out vec4 o_color; void main() { vec2 relativePos = 2.0 * (i_position / u_windowSize) - vec2(1.0); relativePos.y *= -1.0; gl_Position = vec4(relativePos, 0.0, 1.0); o_texCoord = i_texCoord; o_color = i_color; }