#version 450 layout (location = 0) in vec3 inPos; layout (location = 1) in vec2 inUV; layout (location = 2) in vec3 inNormal; layout (location = 0) out vec2 outUV; layout (location = 1) out vec3 outNormal; layout (location = 2) out vec3 outViewVec; layout (location = 3) out vec3 outLightVec; layout (binding = 0) uniform UBO { mat4 projection; mat4 modelview; vec4 lightPos; } ubo; out gl_PerVertex { vec4 gl_Position; }; void main () { outUV = inUV; outNormal = inNormal.xyz; vec4 eyePos = ubo.modelview * vec4(inPos.x, inPos.y, inPos.z, 1.0); gl_Position = ubo.projection * eyePos; vec4 pos = vec4(inPos, 1.0); vec3 lPos = ubo.lightPos.xyz; outLightVec = lPos - pos.xyz; outViewVec = -pos.xyz; }