#version 450 // Vertex attributes layout (location = 0) in vec4 inPos; layout (location = 1) in vec3 inNormal; layout (location = 2) in vec2 inUV; layout (location = 3) in vec3 inColor; layout (binding = 0) uniform UBO { mat4 projection; mat4 modelview; } ubo; layout (location = 0) out vec2 outUV; void main() { outUV = inUV * 32.0; gl_Position = ubo.projection * ubo.modelview * vec4(inPos.xyz, 1.0); }