#version 450 #extension GL_ARB_separate_shader_objects : enable layout(set = 0, 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 vec2 inUv; layout(location = 0) out vec3 normal; layout(location = 1) out vec3 fragPos; //out gl_PerVertex { // vec4 gl_Position; //}; void main() { //mat3 normalMatrix = transpose(inverse(mat3(ubo.model))); gl_Position = ubo.proj * ubo.view * ubo.model * vec4(inPosition, 1.0); normal = (ubo.model * vec4(inNormal, 0.0)).xyz; //normal = inNormal; fragPos = (ubo.view * ubo.model * vec4(inPosition, 1.0)).xyz; }