#version 450 layout(location = 0) in vec3 Position; layout(location = 1) in vec3 Normal; layout(binding=0) uniform WorldMatrix // hgl/math/Math.h { mat4 ortho; mat4 projection; mat4 inverse_projection; mat4 modelview; mat4 inverse_modelview; mat4 mvp; mat4 inverse_mvp; vec4 view_pos; vec2 canvas_resolution; vec2 viewport_resolution; }world; layout(push_constant) uniform Consts { mat4 local_to_world; }pc; layout(location=0) out vec3 FragmentWorldPos; layout(location=1) out vec3 FragmentWorldNormal; void main() { FragmentWorldPos = Position*mat3(pc.local_to_world); FragmentWorldNormal = Normal*mat3(pc.local_to_world); gl_Position = vec4(FragmentWorldPos,1.0)*world.mvp; }