#version 450 layout (location = 0) in vec3 inPos; layout (location = 1) in vec3 inNormal; layout (location = 2) in vec2 inUV; layout (location = 3) in vec4 inTangent; layout (binding = 0) uniform UBO { mat4 projection; mat4 model; mat4 view; //mat4 normal; vec3 camPos; } ubo; layout (location = 0) out vec3 outWorldPos; layout (location = 1) out vec3 outNormal; layout (location = 2) out vec2 outUV; layout (location = 3) out vec4 outTangent; void main() { vec3 locPos = vec3(ubo.model * vec4(inPos, 1.0)); outWorldPos = locPos; outNormal = mat3(ubo.model) * inNormal; outTangent = vec4(mat3(ubo.model) * inTangent.xyz, inTangent.w); outUV = inUV; gl_Position = ubo.projection * ubo.view * vec4(outWorldPos, 1.0); }