#version 450 layout (location = 0) in vec4 inPos; layout (location = 2) in vec3 inColor; layout (binding = 0) uniform UBO { mat4 projection; mat4 model; } ubo; layout (location = 0) out vec3 outColor; void main() { outColor = inColor; gl_Position = ubo.projection * ubo.model * inPos; }