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#version 450
#extension GL_ARB_separate_shader_objects : enable

layout (location = 0) in vec2 inVertex;
layout (location = 1) in vec2 inVertexTexCoord;
layout (location = 2) in vec4 inVertexColor;

layout(push_constant) uniform SPosBO {
	layout(offset = 0) mat4x2 gPos;
	layout(offset = 32) float gTextureSize;
} gPosBO;

layout (location = 0) noperspective out vec2 texCoord;
layout (location = 1) noperspective out vec4 outVertColor;

void main()
{
	gl_Position = vec4(gPosBO.gPos * vec4(inVertex, 0.0, 1.0), 0.0, 1.0);

	texCoord = vec2(inVertexTexCoord.x / gPosBO.gTextureSize, inVertexTexCoord.y / gPosBO.gTextureSize);
	outVertColor = inVertexColor;
}