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  1. layout(location = 0) in vec2 in_position;
  2. layout(location = 1) in vec3 in_color;
  3. layout(location = 0) out vec3 frag_color;
  4. layout(binding = 0) uniform Uniforms {
  5. mat4 object;
  6. mat4 camera;
  7. mat4 projection;
  8. } uniforms;
  9. void main() {
  10. gl_Position =
  11. uniforms.projection *
  12. uniforms.camera *
  13. uniforms.object *
  14. vec4(in_position, 0.0, 1.0);
  15. frag_color = in_color;
  16. }
  17. // EOF