#version 450 layout(binding = 0) uniform UniformBufferObject { mat4 view; mat4 proj; } ubo; layout(location = 0) in vec3 inPosition; layout(location = 1) in vec3 inColor; layout(location = 0) out vec3 fragColor; void main() { gl_Position = ubo.proj * ubo.view * vec4(inPosition, 1.0); fragColor = inColor; }