#version 450 layout(location = 0) in vec3 in_position; layout(location = 1) in vec3 in_color; layout(location = 2) in vec2 in_uv; layout(location = 0) out vec3 out_color; layout(location = 1) out vec2 out_uv; layout(push_constant) uniform CameraConstants { mat4 clip_from_world; } camera; void main() { out_color = in_color; out_uv = in_uv; gl_Position = camera.clip_from_world * vec4(in_position, 1.0); }