#version 450 layout(location = 0) in vec3 inPosition; layout(location = 1) in vec3 inColor; layout(location = 2) in vec2 inTextureCoordinates; layout(location = 0) out vec3 fragColor; layout(location = 1) out vec2 fragTextureCoordinates; layout(set = 0, binding = 0) uniform UniformBufferObject { mat4 model; mat4 view; mat4 projection; } ubo; void main() { gl_Position = ubo.projection * ubo.view * ubo.model * vec4(inPosition, 1.0); fragColor = inColor; fragTextureCoordinates = inTextureCoordinates; }