#version 450 layout(location = 0) in vec2 position; layout(location = 1) in vec2 v_texcoordIn; layout(location = 2) in vec2 b_texcoordIn; layout(location = 0) out vec2 v_texcoord; layout(location = 1) out vec2 b_texcoord; layout(std140, binding = 0) uniform Params { vec2 viewport; vec4 frameBg; vec4 shadow; float paused; vec4 roundRect; vec2 radiusOutline; vec4 roundBg; vec4 outlineFg; }; void main() { v_texcoord = v_texcoordIn; b_texcoord = b_texcoordIn; gl_Position = vec4( vec2(-1.0, -1.0) + 2.0 * position / viewport, 0.0, 1.0); }