#version 450 #pragma shader_stage(vertex) layout(location = 0) in vec3 ipos; layout(binding = 0) uniform VP { mat4 view; mat4 projection; }; layout(binding = 1) uniform Model { mat4 model; }; out gl_PerVertex { vec4 gl_Position; }; layout (location = 0) out vec3 color; void main() { color = vec3(1,1,1); gl_Position = projection * view * model * vec4(ipos, 1.0); }