#version 450 layout (location = 0) in vec3 inPos; layout (location = 1) in vec3 inNormal; layout (location = 2) in vec2 inUV; layout (location = 3) in vec3 inColor; layout (set = 0, binding = 0) uniform UBOMatrices { mat4 projection; mat4 view; mat4 model; } uboMatrices; layout (set = 0, binding = 1) uniform UniformInline { vec4 color; } uniformInline; layout (location = 0) out vec3 outNormal; layout (location = 1) out vec3 outColor; layout (location = 2) out vec2 outUV; layout (location = 3) out vec3 outViewVec; layout (location = 4) out vec3 outLightVec; out gl_PerVertex { vec4 gl_Position; }; void main() { outColor = inColor * uniformInline.color.rgb; outUV = inUV; gl_Position = uboMatrices.projection * uboMatrices.view * uboMatrices.model * vec4(inPos.xyz, 1.0); vec4 pos = uboMatrices.model * vec4(inPos, 1.0); outNormal = mat3(transpose(inverse(uboMatrices.model))) * normalize(inNormal); vec3 lightPos = vec3(0.0f, -25.0f, 25.0f); vec3 lPos = mat3(uboMatrices.model) * lightPos.xyz; outLightVec = lPos - pos.xyz; outViewVec = -pos.xyz; }