#version 450 layout(binding = 0) uniform UniformBufferObject { mat4 viewProj; } ubo; layout(location = 0) in vec3 inPosition; layout(location = 1) in vec4 inColor; layout(location = 0) out vec4 fragColor; void main() { gl_PointSize = 1.0; gl_Position = ubo.viewProj * vec4(inPosition, 1.0); fragColor = inColor; }