#version 450 // #include "light.glsl" // per vertex input layout(location = 0) in vec3 position; layout(location = 1) in vec4 color; // uniform layout(set = 0) uniform Model { mat4 model_matrix; } u_model; layout(set = 1) uniform Light { mat4 view_projection_matrix; } u_light; void main() { gl_Position = u_light.view_projection_matrix * (u_model.model_matrix * vec4(position, 1.0)); }