#version 450 layout(set = 0, binding = 0) uniform UniformBufferObject { mat4 viewProj; } ubo; layout (push_constant) uniform PushConstant { mat4 model; uint samplerIndex; } constant; layout(location = 0) in vec3 inPosition; layout(location = 1) in vec4 inColor; layout(location = 2) in vec2 inTexCoord; layout(location = 0) out vec4 fragColor; layout(location = 1) out vec2 fragTexCoord; void main() { gl_Position = ubo.viewProj * constant.model * vec4(inPosition, 1.0); fragColor = inColor; fragTexCoord = inTexCoord; }