#version 450 layout(push_constant) uniform Push { vec2 gridOffset; } push; layout(location = 0) in vec2 aPos; layout(location = 1) in vec2 aUV; layout(location = 0) out vec2 TexCoord; void main() { TexCoord = aUV; vec2 pos = (aPos + push.gridOffset) / 3.0; pos = pos * 2.0 - 1.0; gl_Position = vec4(pos, 0.0, 1.0); }