#version 450
layout(location = 0) in vec2 aPos;
layout(location = 1) in vec2 aUV;
layout(std140, binding = 0) uniform Globals {
    mat4 uProj;
    vec4 uTint;
};
layout(location = 0) out vec2 vUV;
void main() { vUV = aUV; gl_Position = uProj * vec4(aPos, 0.0, 1.0); }
