#version 450 layout (location = 0) in vec3 inPos; layout (location = 1) in vec3 inColor; layout (location = 2) in vec3 inNormal; layout (binding = 0) uniform UBO { mat4 projection; mat4 model; vec4 lightPos; } ubo; layout (location = 0) out vec3 outNormal; layout (location = 1) out vec3 outColor; layout (location = 2) out vec3 outLightVec; out gl_PerVertex { vec4 gl_Position; }; void main() { outColor = vec3(1.0, 0.0, 0.0); gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0); outNormal = mat3(ubo.model) * inNormal; vec4 pos = ubo.model * vec4(inPos, 1.0); vec3 lPos = mat3(ubo.model) * ubo.lightPos.xyz; outLightVec = lPos - pos.xyz; }