#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 (location = 0) out vec3 outNormal; layout (location = 1) out vec3 outColor; layout (location = 2) out vec3 outViewVec; layout (location = 3) out vec3 outLightVec; void main() { outNormal = inNormal; outColor = inColor; gl_Position = ubo.projection * ubo.model * vec4(inPos, 1.0); vec4 pos = ubo.model * vec4(inPos, 1.0); outNormal = mat3(ubo.model) * inNormal; vec3 lightPos = vec3(1.0f, 1.0f, 1.0f); outLightVec = lightPos.xyz - pos.xyz; outViewVec = -pos.xyz; }