#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 fragWorldPos; layout(location = 1) out vec3 fragNormal; layout(location = 2) out vec3 fragAlbedo; layout(set = 0, binding = 0) uniform CameraUBO { mat4 vp; }; layout(push_constant) uniform PC { mat4 model; } pc; void main() { vec4 worldPos = pc.model * vec4(inPosition, 1.0); gl_Position = vp * worldPos; fragWorldPos = worldPos.xyz; fragNormal = mat3(pc.model) * inNormal; fragAlbedo = inColor; }