#version 450 core layout(location = 0) in vec3 Vertex; layout(location = 1) in vec3 Color; layout(location = 2) in vec3 Normal; layout(binding = 0) uniform WorldMatrix { mat4 ortho; mat4 projection; mat4 modelview; mat4 mvp; vec4 view_pos; } world; layout(push_constant) uniform Consts { mat4 local_to_world; } pc; layout(location = 0) out vec4 FragmentColor; void main() { FragmentColor=vec4(Color,1.0); gl_Position=vec4(Vertex,1.0)*world.mvp; }