#version 450 layout (location = 0) in vec3 inPos; layout (location = 1) in vec2 inUV; layout (location = 3) in vec3 inNormal; layout (binding = 0) uniform UBO { mat4 projection; mat4 model; } ubo; layout (location = 0) out vec3 outUV; out gl_PerVertex { vec4 gl_Position; }; void main() { outUV = vec3(inUV.st, inNormal.z); gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0); }