#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (location = 0) in vec4 pos; layout (location = 2) in vec3 inColor; layout (location = 3) in vec3 inNormal; layout (binding = 0) uniform UBO { mat4 projection; mat4 model; float gradientPos; } ubo; layout (location = 0) out vec3 outNormal; layout (location = 1) out vec3 outColor; layout (location = 2) out vec3 outEyePos; layout (location = 3) out vec3 outLightVec; layout (location = 4) out vec2 outUV; out gl_PerVertex { vec4 gl_Position; }; void main() { outNormal = inNormal; outColor = inColor; outUV = vec2(ubo.gradientPos, 0.0); gl_Position = ubo.projection * ubo.model * pos; outEyePos = vec3(ubo.model * pos); vec4 lightPos = vec4(0.0, 0.0, -5.0, 1.0);// * ubo.model; outLightVec = normalize(lightPos.xyz - pos.xyz); }