#version 450 layout (location = 0) in vec3 inPos; layout (location = 1) in vec2 inUV; layout (location = 2) in vec3 inNormal; layout (binding = 0) uniform UBO { mat4 projection; mat4 model; vec4 viewPos; float lodBias; } ubo; layout (location = 0) out vec2 outUV; layout (location = 1) out vec3 outNormal; layout(push_constant) uniform PushConstants { float myValue; } pushConstants; out gl_PerVertex { vec4 gl_Position; }; void main() { outUV = inUV; vec2 position = vec2(inPos.xy*2 -1); position = position * pushConstants.myValue; gl_Position = vec4(position, 0.5, 1.0); vec4 pos = ubo.model * vec4(inPos, 1.0); outNormal = mat3(inverse(transpose(ubo.model))) * inNormal; }