#version 450 #ifdef VERTEX layout (location = 0) in vec3 in_position; layout (location = 1) in vec3 in_color; layout (location = 0) out vec4 out_color; layout (set = 1, binding = 0) uniform UBO { mat4x4 modelViewProj; }; void main() { out_color = vec4(in_color, 1.0); gl_Position = modelViewProj * vec4(in_position, 1.0); } #else layout (location = 0) in vec4 in_color; layout (location = 0) out vec4 out_color; void main() { out_color = in_color; } #endif