#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (location = 0) in vec3 inPos; layout (location = 1) in vec3 inNormal; layout (binding = 0) uniform UBO { mat4 projection; mat4 model; } ubo; layout (location = 0) out vec3 outEyePos; layout (location = 1) out vec3 outEyeNormal; layout (location = 2) out mat4 outView; void main() { gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0); outEyePos = vec3(ubo.model * vec4(inPos, 1.0)); outEyeNormal = vec3(ubo.model * vec4(inNormal, 0.0)); outView = ubo.model; }