#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (location = 0) in vec4 inPos; layout (location = 1) in vec3 inNormal; layout (location = 2) in vec3 inColor; layout (binding = 0) uniform UBO { mat4 projection; mat4 model; mat4 normal; mat4 view; vec3 lightpos; } 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; void main() { outNormal = normalize(mat3(ubo.normal) * inNormal); outColor = inColor; mat4 modelView = ubo.view * ubo.model; vec4 pos = modelView * inPos; outEyePos = vec3(modelView * pos); vec4 lightPos = vec4(ubo.lightpos, 1.0) * modelView; outLightVec = normalize(lightPos.xyz - outEyePos); gl_Position = ubo.projection * pos; }