#version 450 layout (location = 0) in vec3 inPos; layout (location = 1) in vec3 inNormal; layout (location = 2) in vec2 inUV; layout (location = 3) in vec3 inColor; layout (set = 0, binding = 0) uniform UBOScene { mat4 projection; mat4 view; } uboCamera; layout (set = 0, binding = 1) uniform UBOModel { mat4 local; } uboModel; layout (location = 0) out vec3 outNormal; layout (location = 1) out vec3 outColor; layout (location = 2) out vec2 outUV; out gl_PerVertex { vec4 gl_Position; }; void main() { outNormal = inNormal; outColor = inColor; outUV = inUV; gl_Position = uboCamera.projection * uboCamera.view * uboModel.local * vec4(inPos.xyz, 1.0); }