#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (location = 0) in vec3 inPos; layout (location = 1) in vec3 inNormal; layout (location = 2) in vec2 inUV; layout (binding = 0) uniform UBO { mat4 projection; mat4 model; mat4 view; vec4 lightPos; vec4 viewPos; vec2 uvOffset; } ubo; layout (location = 0) out vec2 outUV; 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() { outUV = inUV + ubo.uvOffset; vec4 pos = vec4(inPos, 1.0); gl_Position = ubo.projection * ubo.view * ubo.model * vec4(pos); outNormal = mat3(ubo.model) * inNormal; outLightVec = ubo.lightPos.xyz - pos.xyz; outViewVec = ubo.viewPos.xyz - pos.xyz; }