#version 450 layout(location = 0) in vec3 inPos; layout(location = 1) in vec2 inTexCoord; layout(location = 2) in vec4 inColor; layout(location = 0) out vec2 outTexCoord; layout(location = 1) out vec4 outColor; layout(binding = 0, set = 2) uniform UBO { mat4 ViewProjection; } ubo; void main() { gl_Position = ubo.ViewProjection * vec4(inPos, 1.0); outTexCoord = inTexCoord; outColor = inColor; }