#version 450 layout (location = 0) in vec3 inPos; layout (location = 1) in vec3 inNormal; layout (location = 2) in vec2 inUV0; layout (location = 3) in vec2 inUV1; //instanced layout (location = 4) in vec4 inColor; layout (location = 5) in mat4 inModel; layout (set = 0, binding = 0) uniform UBO { mat4 projection; mat4 model; mat4 view; } ubo; layout (location = 0) out vec3 outWorldPos; layout (location = 1) out vec3 outNormal; layout (location = 2) out vec2 outUV0; layout (location = 3) out vec2 outUV1; layout (location = 4) out vec4 outColor; void main() { vec4 locPos = ubo.model * inModel * vec4(inPos, 1.0); outNormal = normalize(transpose(inverse(mat3(ubo.model * inModel))) * inNormal); outColor = inColor; outWorldPos = locPos.xyz; outUV0 = inUV0; outUV1 = inUV1; gl_Position = ubo.projection * ubo.view * vec4(outWorldPos, 1.0); }