#version 450 layout (location = 0) in vec4 inPos; layout (location = 1) in vec2 inUV; layout (location = 2) in vec3 inColor; layout (location = 3) in vec3 inNormal; layout (binding = 0) uniform UBO { mat4 projection; mat4 model; mat4 view; } ubo; layout (location = 0) out vec3 outNormal; layout (location = 1) out vec2 outUV; layout (location = 2) out vec3 outColor; layout (location = 3) out vec3 outPos; void main() { gl_Position = ubo.projection * ubo.view * ubo.model * inPos; outUV = inUV; // Vertex position in view space outPos = vec3(ubo.view * ubo.model * inPos); // Normal in view space mat3 normalMatrix = transpose(inverse(mat3(ubo.view * ubo.model))); outNormal = normalMatrix * inNormal; outColor = inColor; }