#version 450 layout(set = 0, binding = 0) uniform SceneUniformBuffer { mat4 view; mat4 proj; } scene_ubo; layout(set = 2, binding = 1) uniform ObjectUniformBuffer { mat4 model; } object_ubo; layout(location = 0) in vec3 inPosition; layout(location = 1) in vec3 inColor; layout(location = 2) in vec2 inTex; layout(location = 0) out vec3 fragColor; layout(location = 1) out vec2 fragTex; void main() { gl_Position = scene_ubo.proj * scene_ubo.view * object_ubo.model * vec4(inPosition, 1.0); fragColor = inColor; fragTex = inTex; }