#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable 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 vec2 outUV; layout (location = 1) out vec4 outPos; layout (location = 2) out vec3 outNormal; mat3 mat3_emu(mat4 m4) { return mat3( m4[0][0], m4[0][1], m4[0][2], m4[1][0], m4[1][1], m4[1][2], m4[2][0], m4[2][1], m4[2][2]); } void main() { mat3 rotation = mat3_emu(ubo.model); outNormal = rotation * inNormal; outUV = inUV; outPos = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0); gl_Position = outPos; }