#version 450 core layout(binding = 0) uniform UniformBufferObject { mat4 view; mat4 proj; } UBO; layout (location = 0) in vec3 Position_modelspace; layout (location = 0) out vec3 UV; void main(){ UV = Position_modelspace; mat4 view = UBO.view; view[3] = vec4(0.0f, 0.0f, 0.0f, 1.0f); gl_Position = (UBO.proj * view * vec4(Position_modelspace, 1.0)).xyww; }