#version 450 /* Copyright (c) 2024-2025, Sascha Willems * * SPDX-License-Identifier: Apache-2.0 * * Licensed under the Apache License, Version 2.0 the "License"; * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ layout (location = 0) in vec3 inPos; layout (location = 1) in vec3 inNormal; layout (location = 2) in vec2 inUV; layout (binding = 1) uniform UBO { mat4 projection; mat4 model; mat4 view; } ubo; layout (location = 0) out vec4 outColor; layout (location = 1) out vec2 outUV; layout(push_constant) uniform SceneNode { mat4 matrix; vec4 color; } sceneNode; void main () { outColor = vec4(1.0); outUV = inUV; gl_Position = ubo.projection * ubo.view * ubo.model * sceneNode.matrix * vec4(inPos.xyz, 1.0); }