#version 450 layout (location = 0) in vec3 inPos; layout (location = 1) in vec3 inColor; layout (location = 0) out vec3 outColor; out gl_PerVertex { vec4 gl_Position; }; layout(push_constant) uniform PushConsts { mat4 mvp; } pushConsts; void main() { outColor = inColor; gl_Position = pushConsts.mvp * vec4(inPos.xyz, 1.0); }