#version 450 layout (location = 0) in vec3 Vertex_Position; layout(location = 1) in vec3 Vertex_Normal; layout(location = 2) in vec2 Vertex_Uv; layout(location = 0) out vec2 v_Uv; layout(set = 0, binding = 0) uniform CameraViewProj { mat4 ViewProj; }; layout(set = 1, binding = 0) uniform Transform { mat4 Model; }; void main() { v_Uv = Vertex_Uv; vec4 pos = ViewProj * Model * vec4(Vertex_Position, 1.0); gl_Position = pos.xyww; }