#version 450 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; out gl_PerVertex { vec4 gl_Position; }; struct Matrices { mat4 model[2]; }; layout (binding = 0) uniform UBO { Matrices matrices; Cursor cursor; // float alpha; // float padding; } ubo; void main() { outUv = inUv; outCursor = ubo.cursor; outAlpha = 1; gl_Position = ubo.matrices.model[PushConstant.pass] * vec4(inPos.xy, 0.0, 1.0); }