2 layout(location = 0) in vec2 aPos;
3 layout(location = 1) in vec2 aUV;
4 layout(location = 2) in vec4 aColor;
6 layout(push_constant) uniform uPushConstant{
15 layout(location = 0) out struct{
24 gl_Position = vec4(aPos*pc.uScale+pc.uTranslate, 0, 1);