#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 inColor; layout (binding = 0) uniform UboView { mat4 projection; mat4 view; } uboView; layout (binding = 1) uniform UboInstance { mat4 model; } uboInstance; layout (location = 0) out vec3 outColor; out gl_PerVertex { vec4 gl_Position; }; void main() { outColor = inColor; mat4 modelView = uboView.view * uboInstance.model; vec3 worldPos = vec3(modelView * vec4(inPos, 1.0)); gl_Position = uboView.projection * modelView * vec4(inPos.xyz, 1.0); }