#version 450 layout (location = 0) in vec3 inPos; layout (location = 1) in vec3 inNormal; layout (binding = 0) uniform UBO { mat4 projection; mat4 model; mat4 view; vec3 camPos; } ubo; layout (location = 0) out vec3 outWorldPos; layout (location = 1) out vec3 outNormal; layout(push_constant) uniform PushConsts { vec3 objPos; } pushConsts; out gl_PerVertex { vec4 gl_Position; }; void main() { vec3 locPos = vec3(ubo.model * vec4(inPos, 1.0)); outWorldPos = locPos + pushConsts.objPos; outNormal = mat3(ubo.model) * inNormal; gl_Position = ubo.projection * ubo.view * vec4(outWorldPos, 1.0); }