#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (location = 0) in vec3 inPos; layout (location = 1) in vec3 inColor; layout (binding = 0) uniform UBOX { mat4 projectionMatrix; mat4 modelMatrix; mat4 viewMatrix; } ubo; layout (location = 0) out vec3 outColor; out gl_PerVertex { vec4 gl_Position; }; void main() { outColor = inColor; gl_Position = ubo.projectionMatrix * ubo.viewMatrix * ubo.modelMatrix * vec4(inPos.xyz, 1.0); }