#version 450 #extension GL_ARB_separate_shader_objects : enable layout(binding = 0) uniform UniformBufferObject { mat4 mvp; } ubo; layout(location = 0) in vec3 inPosition; layout(location = 1) in vec3 inColor; layout(location = 2) in vec2 inCoord; layout(location = 0) out vec3 outColor; layout(location = 1) out vec2 outCoord; void main() { gl_Position = ubo.mvp * vec4(inPosition, 1.0); outColor = inColor; outCoord = inCoord; }