#version 450 core layout(location = 0) in vec3 Vertex; 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 resolution; } world; layout(push_constant) uniform Consts { mat4 local_to_world; } pc; layout(location = 0) out vec4 FragmentVertex; void main() { FragmentVertex=vec4(Vertex,1.0)*pc.local_to_world*world.mvp; gl_Position=FragmentVertex; }