#version 450 #extension GL_ARB_separate_shader_objects : enable layout (binding = 0) uniform UniformBufferObject{ mat4 model; mat4 view; mat4 proj; } ubo; layout (location = 0) in vec3 inPosition; layout (location = 1) in vec3 inNormal; layout (location = 2) in vec3 inColor; layout (location = 3) in vec2 inUV; layout (location = 0) out vec3 fragColor; void main() { gl_Position = ubo.proj * ubo.view * ubo.model * vec4(inPosition, 1.0); fragColor = inColor; }