#version 450 #pragma shader_stage(vertex) layout(location=0) in vec4 position; layout(location=1) in vec2 uv0; layout(location=0) out vec2 outUV; layout(binding=0) uniform Camera { mat4 model; mat4 view; mat4 proj; } ubo; void main() { outUV = uv0; gl_Position = ubo.proj * ubo.view * ubo.model * vec4(position.xyz, 1.0f); // outColor = vec3(0.5f, 0.3f, 0.1f); }