#version 450 layout(set = 0, binding = 0) uniform SceneUniformBufferObject { mat4 projection; mat4 view; mat4 model; vec3 lightPos; } ubo; layout(location = 0) in vec3 inPosition; layout(location = 1) in vec3 inColor; layout(location = 2) in vec2 inTexCoord; layout(location = 0) out vec3 fragColor; layout(location = 1) out vec2 fragTexCoord; layout(location = 2) out vec3 fragPosition; layout(location = 3) out vec3 fragLightPos; void main() { gl_Position = ubo.projection * ubo.view * ubo.model * vec4(inPosition, 1.0); fragColor = inColor; fragTexCoord = inTexCoord; fragPosition = vec3(ubo.model * vec4(inPosition, 1.0)); fragLightPos = ubo.lightPos; }