#version 450 layout (location = 0) in vec3 inPos; layout (location = 1) in vec3 inNormal; layout (location = 2) in vec2 inUV; layout (location = 3) in vec3 inColor; layout (set = 0, binding = 0) uniform UBOCamera { mat4 projection; mat4 view; } camera; layout (set = 1, binding = 0) uniform UBOModel { mat4 matrix; } model; layout (location = 0) out vec3 outNormal; layout (location = 1) out vec3 outColor; layout (location = 2) out vec2 outUV; out gl_PerVertex { vec4 gl_Position; }; void main() { outNormal = inNormal; outColor = inColor; outUV = inUV; gl_Position = camera.projection * camera.view * model.matrix * vec4(inPos.xyz, 1.0); }