#version 450 #extension GL_ARB_separate_shader_objects : enable layout (location = 0) in vec2 inPosition; layout (location = 1) in vec2 inTexCoord; layout(location = 0) out vec2 outTexCoord; layout(location = 1) out vec4 outVertexColor; layout(set = 1, binding = 0) uniform UBO_Vertex_PerScene { mat4 projection; } uboPerScene; layout(set = 1, binding = 1) uniform UBO_Vertex_PerFrame { mat4 view; } uboPerFrame; layout(set = 1, binding = 2) uniform UBO_Vertex_PerDraw { mat4 model; } uboPerDraw; void main() { gl_Position = uboPerScene.projection * uboPerFrame.view * uboPerDraw.model * vec4(inPosition, 0.0f, 1.0f); outTexCoord = inTexCoord; //outVertexColor = inVertexColor; }