#version 450 #extension GL_EXT_buffer_reference : require layout(buffer_reference, buffer_reference_align = 16) buffer ObjectBuffer { mat4 model[]; }; layout( push_constant ) uniform constants { ObjectBuffer objects; } scene_pc; layout(set = 0, binding = 0) uniform SceneUniformBuffer { mat4 view; mat4 proj; } scene; 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.proj * scene.view * scene_pc.objects.model[1] * vec4(inPosition, 1.0); fragColor = inColor; fragTex = inTex; }