#version 460 layout(location = 0) in vec3 aPos; layout(location = 1) in vec3 aColor; layout(location = 2) in vec2 aTexCoords; layout(location = 0) out vec4 vertColor; layout(location = 1) out vec2 vertTexCoords; layout(set = 1, binding = 0) uniform UBO { mat4 viewproj; mat4 model; }; void main() { vertTexCoords = aTexCoords; vertColor = vec4(aColor, 1.0f); mat4 mvp = viewproj * model; gl_Position = mvp * vec4(aPos, 1.0f); }