#version 450 #extension GL_KHR_vulkan_glsl : enable layout(location = 0) in vec3 aVertexPos; layout(location = 1) in mat4 worldTransform; layout(location = 5) in vec4 color; // Output layout(location = 0) out struct { vec4 Color; } Out; layout(set = 1, binding = 0) uniform CameraData { vec4 position; mat4 vpMat; mat4 viewMat; mat4 projMat; } cameraData; void main() { gl_Position = cameraData.vpMat * worldTransform * vec4 (aVertexPos.xyz, 1.0f); Out.Color = color; }