#version 450 layout(set = 0, binding = 0) uniform UniformBufferObject{ mat4 model; mat4 view; mat4 proj; }ubo; layout(location = 0) in vec2 inPosition; layout(location = 1) in vec3 inColor; layout(location = 2) in vec2 inTexCoord; layout(location = 0) out vec3 fragColor; layout(location = 1) out vec2 fragTexCoord; void main(){ // gl_Position = vec4(positions[gl_VertexIndex], 0.0, 1.0); // fragColor = colors[gl_VertexIndex]; // gl_Position = vec4(inPosition, 0.0, 1.0); gl_Position = ubo.proj * ubo.view * ubo.model * vec4(inPosition, 0.0, 1.0); fragColor = inColor; fragTexCoord = inTexCoord; }