#version 450 layout(set = 0, binding = 0) uniform SceneUniformBufferObject { mat4 projection; mat4 view; mat4 model; vec3 lightPos; } ubo; layout(location = 0) in vec2 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; void main() { gl_Position = ubo.projection * ubo.view * ubo.model * vec4(inPosition.x, 0.0, inPosition.y, 1.0); fragColor = inColor; fragTexCoord = inTexCoord; }