#version 450 layout(location = 0) in vec2 a_position; layout(location = 0) out vec4 v_color; layout(set = 1, binding = 0) uniform Context { mat4 mvp; vec4 color; vec2 texture_size; /* XXX unused */ } u_context; void main() { gl_PointSize = 1.0; /* FIXME: D3D11 pls */ gl_Position = u_context.mvp * vec4(a_position, 0, 1); v_color = u_context.color; }