#version 450 core layout(std140, set = 0, binding = 0) uniform block { uniform mat4 reflection; uniform float offset; }; layout(location = 0) in vec4 pos; layout(location = 1) in vec4 color; layout(location = 0) out vec4 v_color; void main() { gl_Position = reflection * (pos + vec4(offset, offset, 0.0, 0.0)); v_color = color; }