#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (location = 0) in vec3 inPos; layout (location = 1) in vec3 inColor; layout (location = 0) out vec3 outColor; layout(push_constant) uniform PushConsts { mat4 projection; mat4 view; }; out gl_PerVertex { vec4 gl_Position; }; void main() { outColor = inColor; //gl_Position = projection * vec4 ((view * vec4(inPos.xyz, 0.0)).xyz, 1); gl_Position = projection * view * vec4(inPos.xyz, 1); }