// has to match what's in the vertex shader struct ImageRenderData { vec2 imagePosition; vec2 imageSize; vec2 anchorPoint; vec2 scale; float alpha; float borderWidth; uint flags; vec4 baseColor; vec4 rounding; vec4 borderColor; }; layout(std140, set = 0, binding = 0) readonly buffer ImageBufferObjects { ImageRenderData objects[]; } objectBuffer; layout (push_constant) uniform constants { vec2 extent; } PushConstants;