#version 450 #extension GL_ARB_separate_shader_objects : enable layout(binding = 0) uniform UniformBufferObject { mat4 model; mat4 view; mat4 proj; } ubo; layout(location = 0) in vec3 inPosition; layout(location = 1) in vec4 inColor; layout(location = 2) in vec2 inTexCoord; layout(location = 0) out vec4 fragColor; layout(location = 1) out vec2 fragTexCoord; out gl_PerVertex { vec4 gl_Position; }; void main() { gl_Position = ubo.proj * ubo.view * ubo.model * vec4(inPosition, 1.0); fragColor = inColor; fragTexCoord = inTexCoord; }