#version 450 <<<<<<< Updated upstream ======= layout(binding = 0) uniform UniformBufferObject { mat4 model; mat4 view; mat4 proj; } ubo; layout(location = 0) in vec3 inPosition; layout(location = 1) in vec3 inNormal; layout(location = 2) in vec2 inUV; >>>>>>> Stashed changes layout(location = 0) out vec3 fragColor; void main() { <<<<<<< Updated upstream gl_Position = vec4(positions[gl_VertexIndex], 0.0, 1.0); fragColor = colors[gl_VertexIndex]; ======= gl_Position = ubo.proj * ubo.view * ubo.model * vec4(inPosition, 1.0); fragColor = inNormal * 0.5 + 0.5; >>>>>>> Stashed changes }