#version 450 #pragma shader_stage(vertex) #extension GL_EXT_nonuniform_qualifier : enable layout(location = 0) in vec4 position; layout(location = 1) in vec2 uv0; layout(location = 0) out vec2 outUV; //layout(std140, set=0, binding=0) readonly buffer buffers; //layout(set = 0, binding = 1) uniform texture2D textures[]; layout(set = 1, 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); }