#version 450 layout (location = 0) in vec3 inPos; layout (binding = 0) uniform UBO { mat4 projection; mat4 model; mat4 invModel; float lodBias; int cubeMapIndex; } ubo; layout (location = 0) out vec3 outUVW; void main() { outUVW = inPos; outUVW.xy *= -1.0f; // Remove translation from view matrix mat4 viewMat = mat4(mat3(ubo.model)); gl_Position = ubo.projection * viewMat * vec4(inPos.xyz, 1.0); }