#version 450 core layout(location = 0) in vec3 Vertex; layout(binding = 0) uniform WorldMatrix { mat4 two_dim; mat4 projection; mat4 modelview; mat4 mvp; mat3 normal; } 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; }