#version 450 layout( push_constant ) uniform constants { mat4 view; mat4 proj; } scene; layout(set = 0, binding = 0) uniform SceneUniform { mat4 test; } scene_ubo; layout(set = 2, binding = 0) uniform ModelUniform { mat4 model; } model_ubo; layout(location = 0) in vec3 inPosition; layout(location = 1) in vec3 inColor; layout(location = 0) out vec3 fragColor; void main() { gl_Position = scene.proj * scene.view * model_ubo.model * vec4(inPosition, 1.0); fragColor = inColor; }