#version 450 layout (location = 0) in vec3 inPos; layout (location = 1) in vec3 inColor; layout (location = 2) in vec3 inNormal; layout (binding = 0) uniform UBO { mat4 projection; mat4 model; mat4 view; } ubo; layout (location = 0) out vec3 outColor; layout (location = 1) out vec3 outNormal; layout (location = 2) out vec3 outViewVec; layout (location = 3) out vec3 outLightVec; out gl_PerVertex { vec4 gl_Position; }; void main() { gl_Position = ubo.projection * ubo.view * ubo.model * vec4(inPos, 1.0); outColor = inColor; outNormal = inNormal; outLightVec = vec3(0.0f, 5.0f, 15.0f) - inPos; outViewVec = -inPos.xyz; }