#version 450 #pragma shader_stage(vertex) layout (location = 0) in vec2 inPos; layout (location = 1) in vec2 inUv; struct Cursor { vec2 position; vec2 radius; vec4 color; }; layout (location = 0) out vec2 outUv; layout (location = 1) out float outAlpha; layout (location = 2) out flat Cursor outCursor; layout( push_constant ) uniform PushBlock { uint pass; uint draw; } PushConstant; struct Matrices { mat4 model[2]; }; layout (binding = 0) uniform UBO { Matrices matrices; Cursor cursor; // float alpha; // float padding; } ubo; void main() { outUv = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2); outCursor = ubo.cursor; outAlpha = 1; gl_Position = ubo.matrices.model[PushConstant.pass] * vec4(outUv * 2.0f + -1.0f, 0.0f, 1.0f); }