#version 450 layout (location = 0) in vec3 inPos; layout (location = 1) in vec2 inUV; layout (location = 2) in vec3 inNormal; layout (binding = 0) uniform UBO { mat4 projection; mat4 model; vec4 viewPos; float lodBias; } ubo; layout (location = 0) out vec2 outUV; layout (location = 1) out float outLodBias; out gl_PerVertex { vec4 gl_Position; }; void main() { outUV = inUV; outLodBias = ubo.lodBias; gl_Position = vec4(inPos.xyz, 1.0); }