#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (location = 0) in vec3 inPos; layout (location = 1) in vec3 inNormal; layout (location = 2) in vec3 inColor; layout (binding = 0) uniform UBO { mat4 projection; mat4 modelview; vec4 lightPos; } ubo; layout (location = 0) out vec3 outColor; out gl_PerVertex { vec4 gl_Position; }; void main() { outColor = inColor; gl_Position = ubo.projection * ubo.modelview * vec4(inPos.xyz, 1.0); }