#version 450 layout (location = 0) in vec3 inPosition; layout (location = 1) in vec2 inUV; layout (location = 2) in vec3 inNormal; layout (location = 0) out vec2 uv; layout (location = 1) out vec3 normal; layout (set = 0, binding = 0) uniform UniformBufferObject { mat4 view; mat4 projection; vec2 viewport; } camera; void main() { gl_Position = camera.projection * camera.view * vec4(inPosition, 1.0); normal = inNormal; uv = inUV; }