#version 450 #extension GL_ARB_separate_shader_objects : enable layout(binding = 0) uniform UniformBufferObject { mat4 model; mat4 view; mat4 proj; } ubo; layout(location = 0) in vec3 inPosition; layout(location = 2) in vec3 inColor; layout(location = 0) out vec3 fragColor; void main() { gl_Position = ubo.proj * ubo.view * ubo.model * vec4(inPosition.xyz, 1.0); fragColor = vec3(inColor.xyz); }