#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (location = 0) in vec3 inPos; layout (location = 2) in vec3 inColor; layout (location = 3) in vec3 inNormal; layout (binding = 0) uniform UBO { mat4 projection; mat4 view; mat4 model; vec4 lightPos; } ubo; layout (location = 0) out vec3 outNormal; layout (location = 1) out vec3 outColor; layout (location = 2) out vec3 outEyePos; layout (location = 3) out vec3 outLightVec; layout (location = 4) out vec3 outWorldPos; layout (location = 5) out vec3 outLightPos; out gl_PerVertex { vec4 gl_Position; }; void main() { outColor = inColor; outNormal = inNormal; gl_Position = ubo.projection * ubo.view * ubo.model * vec4(inPos.xyz, 1.0); outEyePos = vec3(ubo.model * vec4(inPos, 1.0f)); outLightVec = normalize(ubo.lightPos.xyz - inPos.xyz); outWorldPos = inPos; outLightPos = ubo.lightPos.xyz; }