#version 450 layout (location = 0) in vec2 inPos; layout (location = 1) in vec2 inUv; layout (location = 0) out vec2 outUv; layout (location = 1) out flat uint outPushConstantPass; layout( push_constant ) uniform PushBlock { uint pass; } PushConstant; out gl_PerVertex { vec4 gl_Position; }; void main() { outUv = inUv; gl_Position = vec4(inPos.xy, 0.0, 1.0); }