#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 (location = 4) in vec4 inTangent; layout (set = 0, binding = 0) uniform UBOScene { mat4 projection; mat4 view; mat4 model; vec4 lightPos; vec4 viewPos; int colorShadingRates; } uboScene; layout (location = 0) out vec3 outNormal; layout (location = 1) out vec3 outColor; layout (location = 2) out vec2 outUV; layout (location = 3) out vec3 outViewVec; layout (location = 4) out vec3 outLightVec; layout (location = 5) out vec4 outTangent; void main() { outNormal = inNormal; outColor = inColor; outUV = inUV; outTangent = inTangent; gl_Position = uboScene.projection * uboScene.view * uboScene.model * vec4(inPos.xyz, 1.0); outNormal = mat3(uboScene.model) * inNormal; vec4 pos = uboScene.model * vec4(inPos, 1.0); outLightVec = uboScene.lightPos.xyz - pos.xyz; outViewVec = uboScene.viewPos.xyz - pos.xyz; }