#version 450 layout (location = 0) in vec3 inPos; layout (location = 1) in vec3 inNormal; layout (location = 2) in vec3 inColor; layout (set = 0, binding = 0) uniform UBO { mat4 projection; mat4 model; } ubo; layout(push_constant) uniform PushBlock { vec4 offset; vec4 color; } pushBlock; layout (location = 0) out vec3 outNormal; layout (location = 1) out vec3 outColor; layout (location = 2) out vec3 outViewVec; layout (location = 3) out vec3 outLightVec; out gl_PerVertex { vec4 gl_Position; }; void main() { outNormal = inNormal; outColor = inColor * pushBlock.color.rgb; vec4 pos = vec4(inPos + pushBlock.offset.xyz, 1.0); gl_Position = ubo.projection * ubo.model * pos; outNormal = mat3(ubo.model) * inNormal; vec4 localpos = ubo.model * pos; vec3 lightPos = vec3(1.0f, -1.0f, 1.0f); outLightVec = lightPos.xyz - localpos.xyz; outViewVec = -localpos.xyz; }