#version 450 layout( push_constant ) uniform constants { mat4 view; mat4 proj; } scene_pc; layout(set = 0, binding = 0) uniform SceneUniformBuffer { mat4 test; } scene_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_pc.proj * scene_pc.view * vec4(inPosition, 1.0); fragColor = inColor; fragTex = inTex; }