#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (location = 0) in vec3 inPos; layout (location = 0) out vec4 outPos; layout (location = 1) out vec3 outLightPos; layout (binding = 0) uniform UBO { mat4 projection; mat4 view; mat4 model; vec4 lightPos; } ubo; layout(push_constant) uniform PushConsts { mat4 view; } pushConsts; out gl_PerVertex { vec4 gl_Position; }; void main() { gl_Position = ubo.projection * pushConsts.view * ubo.model * vec4(inPos, 1.0); outPos = vec4(inPos, 1.0); outLightPos = ubo.lightPos.xyz; }