#version 450 layout(location = 0) in vec3 inPosition; layout(location = 1) in vec3 inColor; layout(location = 2) in vec3 inNormal; layout(set = 0, binding = 0) uniform FrameUBO { vec3 cameraPosition; uint lightCount; vec3 ambientColor; float pad0; vec4 lightData[16]; } frame; layout(push_constant) uniform PushConstants { mat4 mvp; mat4 model; vec4 material; } pc; layout(location = 0) out vec3 fragColor; layout(location = 1) out vec3 fragNormal; layout(location = 2) out vec3 fragWorldPos; layout(location = 3) out vec3 fragViewDir; void main() { vec4 worldPos = pc.model * vec4(inPosition, 1.0); gl_Position = pc.mvp * vec4(inPosition, 1.0); // Vulkan clip space: Y-down, Z [0,1] — convert from OpenGL Y-up, Z [-1,1] gl_Position.y = -gl_Position.y; gl_Position.z = (gl_Position.z + gl_Position.w) * 0.5; fragColor = inColor; fragNormal = normalize(mat3(pc.model) * inNormal); fragWorldPos = worldPos.xyz; fragViewDir = normalize(frame.cameraPosition - worldPos.xyz); }