#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 vec2 inUV; layout (location = 2) in vec3 inNormal; layout (binding = 0) uniform UBO { mat4 projection; mat4 view; mat4 model; float lodBias; float samplerIndex; } ubo; layout (location = 0) out vec2 outUV; layout (location = 1) out float outLodBias; layout (location = 2) out float outSamplerIndex; out gl_PerVertex { vec4 gl_Position; }; void main() { outUV = inUV; outUV.s *= 10.0; outLodBias = ubo.lodBias; outSamplerIndex = ubo.samplerIndex; gl_Position = ubo.projection * ubo.view * ubo.model * vec4(inPos, 1.0); }