#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 outColor; layout(location = 1) out vec2 outTexCoord; layout(location = 2) out vec3 outPosition; layout(location = 3) out vec3 outLightPos; void main() { gl_Position = ubo.projection * ubo.view * ubo.model * vec4(inPosition, 1.0); outColor = inColor; outTexCoord = inTexCoord; outPosition = vec3(ubo.model * vec4(inPosition, 1.0)); outLightPos = ubo.lightPos; }