#version 450 layout(std140, binding = 0) uniform uniforms_Block { mat4 mvp; } uniforms; layout(location = 0) in vec3 in_position; layout(location = 1) in vec2 in_uv; layout(location = 0) out vec2 out_uv; layout(location = 1) out vec3 out_normal; void main() { vec4 clip_pos = (uniforms.mvp * vec4(in_position, 1.0)); gl_Position = clip_pos; out_uv = in_uv; out_normal = vec3(0.0, 1.0, 0.0); } layout(location = 0) in vec2 in_uv; layout(location = 1) in vec3 in_normal; layout(location = 0) out vec4 out_color; void main() { out_color = vec4(in_uv, 0.0, 1.0); }