10layout(location = 0) in vec2 in_position; 
   11layout(location = 1) in vec4 in_colour; 
   13layout(binding = 0) uniform UBO { 
   17layout(location = 0) out vec4 out_colour; 
   20    gl_Position = ubo.proj * vec4(in_position, 0.0, 1.0); 
   21    out_colour = in_colour; 
   28layout(location = 0) in vec4 in_colour; 
   30layout(location = 0) out vec4 out_colour; 
   33    out_colour = in_colour; 
Definition instance.hpp:10
constexpr std::string_view VERTEX_SHADER
Definition shader.hpp:7
constexpr std::string_view FRAGMENT_SHADER
Definition shader.hpp:25