#version 450 #extension GL_KHR_vulkan_glsl : enable //#include "ShaderDescriptorDefinitions.glsl" layout(location = 0) in vec3 aVertexPos; layout(location = 4) in mat4 worldTransform; layout(set = 1, binding = 0) uniform CameraData { vec4 position; mat4 vpMat; mat4 viewMat; mat4 projMat; } cameraData; void main() { // clip space for rendering gl_Position = cameraData.vpMat * worldTransform * vec4 (aVertexPos, 1.0f); }