#version 450 #extension GL_ARB_separate_shader_objects : enable layout(binding = 0) uniform UniformBufferObject { mat4 view; mat4 proj; } UBO; layout(push_constant) uniform PushConst { mat4 model; } Push; layout(location = 0) in vec3 Position_modelspace; layout(location = 1) in vec3 Color_model; layout(location = 2) in vec2 TexCoord_model; layout(location = 0) out vec3 Color; layout(location = 1) out vec2 TexCoord; void main() { gl_Position = UBO.proj * UBO.view * Push.model * vec4(Position_modelspace, 1.0); Color = Color_model; TexCoord = TexCoord_model; }