#version 450 layout (location = 0) in vec4 inPos; layout (location = 1) in vec4 inGradientPos; layout (location = 0) out vec4 outColor; layout (location = 1) out float outGradientPos; layout(set = 0, binding = 0) uniform Camera { mat4 proj; mat4 view; } cam; out gl_PerVertex { vec4 gl_Position; float gl_PointSize; }; void main () { gl_PointSize = 8.0; outColor = vec4(1.0); outGradientPos = inGradientPos.x; gl_Position = cam.proj * cam.view * vec4(inPos.xy * 0.01, 1.0, 1.0); }