#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (location = 0) in vec3 inPos; layout (binding = 0) uniform UBO { mat4 depthMVP; } ubo; out gl_PerVertex { vec4 gl_Position; }; void main() { gl_Position = ubo.depthMVP * vec4(inPos, 1.0); }