light/Engine/res/Shaders/Quad/Quad_VS.glsl

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#version 440 core
layout(location = 0) in vec3 a_Position;
layout(location = 1) in vec4 a_Color;
layout(std140, binding = 0) uniform ub_ViewProjection
{
mat4 viewProjection;
};
out vec4 vso_FragmentColor;
void main()
{
gl_Position = viewProjection * vec4(a_Position, 1.0);
vso_FragmentColor = a_Color;
}