#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (location = 0) in vec4 inPos; layout (location = 1) in vec3 inNormal; layout (location = 2) in vec2 inTexCoord; layout (location = 3) in vec3 inColor; layout (binding = 0) uniform UBO { mat4 projection; mat4 model; } ubo; layout (location = 0) out vec2 vTexcoord; layout (location = 1) out vec3 vNormal; layout (location = 2) out vec3 vColor; layout (location = 3) out vec3 vEyePos; layout (location = 4) out vec3 vLightVec; void main() { vTexcoord = inTexCoord.st; vNormal = inNormal; vColor = inColor; gl_Position = ubo.projection * ubo.model * inPos; vEyePos = vec3(ubo.model * inPos); vec4 lightPos = vec4(0.0, 0.0, 0.0, 1.0) * ubo.model; vLightVec = normalize(lightPos.xyz - vEyePos); }