#version 450 #extension GL_ARB_separate_shader_objects : enable // TODO: Figure out if the UniformBufferObject label is necessary and, if not, remove it layout (binding = 0) uniform UniformBufferObject { mat4 model; mat4 view; mat4 proj; } ubo; layout(location = 0) in vec3 vertex_position; layout(location = 1) in vec3 vertex_color; //layout(location = 2) in vec3 vertex_normal; //layout(location = 3) in uint ubo_index; //out vec3 position_eye, normal_eye, color, light_position_eye, light2_position_eye; layout(location = 0) out vec3 position_eye; layout(location = 1) out vec3 color; // fixed point light position //vec3 light_position_world = vec3(0.0, 0.0, 2.0); //vec3 light2_position_world = vec3(0.0, 1.5, -0.1); void main() { //position_eye = vec3(view * model_mats[ubo_index] * vec4(vertex_position, 1.0)); position_eye = vec3(ubo.view * ubo.model * vec4(vertex_position, 1.0)); //normal_eye = normalize(vec3(view * model_mats[ubo_index] * vec4(vertex_normal, 0.0))); color = vertex_color; //light_position_eye = vec3(view * vec4(light_position_world, 1.0)); //light2_position_eye = vec3(view * vec4(light2_position_world, 1.0)); gl_Position = ubo.proj * vec4(position_eye, 1.0); }