#version 450 layout (location = 0) in vec3 inPos; layout (location = 1) in vec2 inUV; layout (location = 2) in vec3 inColor; layout (location = 3) in vec3 inNormal; layout (binding = 0) uniform UBO { mat4 projection; mat4 view; mat4 model; } ubo; layout (location = 0) out vec3 outNormal; layout (location = 1) out vec3 outColor; layout (location = 2) out vec3 outViewPos; layout (location = 3) out vec3 outPos; layout (location = 4) out vec2 outUV; layout(push_constant) uniform PushConsts { vec4 position; uint cascadeIndex; } pushConsts; out gl_PerVertex { vec4 gl_Position; }; void main() { outColor = inColor; outNormal = inNormal; outUV = inUV; vec3 pos = inPos + pushConsts.position.xyz; outPos = pos; outViewPos = (ubo.view * vec4(pos.xyz, 1.0)).xyz; gl_Position = ubo.projection * ubo.view * ubo.model * vec4(pos.xyz, 1.0); }