#version 450 layout (location = 0) in vec3 inPos; layout (set = 0, binding = 0) uniform RenderPassUBO { mat4 projection; mat4 view; } renderPassUBO; layout (set = 0, binding = 1) uniform ObjectUBO { mat4 model; vec4 color; } objectUBO; void main() { mat4 PVM = renderPassUBO.projection * renderPassUBO.view * objectUBO.model; gl_Position = PVM * vec4(inPos, 1.0); }