#version 450 layout (location = 0) in vec3 inPos; layout (location = 1) in vec3 inColor; layout (location = 2) in vec2 inTexCoord; layout (binding = 0) uniform UBO { mat4 projection; mat4 model; mat4 view; } ubo; layout (location = 0) out vec3 fragColor; layout (location = 1) out vec2 fragTexCoord; out gl_PerVertex { vec4 gl_Position; }; void main() { gl_Position = ubo.projection * ubo.view * ubo.model * vec4(inPos, 1.0); fragColor = inColor; fragTexCoord = inTexCoord; }