#version 450 layout(set = 0, binding = 0, std140) uniform UBO { layout(offset = 16) mat4 m; layout(offset = 0) vec4 v; } _13; layout(location = 0) out vec4 FragColor; layout(location = 0) in vec4 vColor; void main() { FragColor = (_13.m * vColor) + _13.v; }