#version 450 layout (location = 0) in vec3 inPosition; layout (location = 1) in vec3 inColor; layout (location = 2) in vec3 inNormal; layout (location = 0) out vec3 fragColor; layout (location = 1) out vec3 normal; layout (binding = 0) uniform UniformBufferObject { mat4 model; mat4 view; mat4 projection; } ubo; void main() { gl_Position = ubo.projection * ubo.view * ubo.model * vec4(inPosition, 1.0); fragColor = inColor; normal = inNormal; }