#version 450 core layout(location = 0) in vec3 Vertex; 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(1.0); gl_Position=vec4(Vertex,1.0)*(pc.local_to_world*world.mvp); }