= R"(
#version 400
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (std140, set = 0, binding = 0) uniform buffer
{
mat4 mvp;
} uniformBuffer;
layout (set = 1, binding = 0) uniform sampler2D surface;
layout (location = 0) in vec4 pos;
layout (location = 1) in vec2 inTexCoord;
layout (location = 0) out vec4 outColor;
layout (location = 1) out vec2 outTexCoord;
void main()
{
outColor = texture(surface, vec2(0.0f));
outTexCoord = inTexCoord;
gl_Position = uniformBuffer.mvp * pos;
}
)"