#version 450 core layout (location = 0) in vec3 inPos; layout (location = 1) in vec3 inNormal; layout (location = 2) in vec2 inUV; layout (location = 0) out vec2 outUV; layout (set = 0, binding = 0) uniform UBO { mat4 mvp; } ubo; out gl_PerVertex { vec4 gl_Position; }; void main(void) { gl_Position = ubo.mvp * vec4(inPos, 1.0); outUV = inUV; outUV.t = 1.0 - outUV.t; }