#version 450 layout(binding = 0) uniform UniformBufferObject { mat4 model; mat4 view; mat4 proj; } ubo; layout(location = 0) in vec2 pos; layout(location = 1) in vec3 col; layout(location = 2) in vec2 texCoord; layout(location = 0) out vec3 fragColor; layout(location = 1) out vec2 fragTexCoord; void main() { gl_Position = ubo.proj * ubo.view * ubo.model * vec4(pos, 0.0, 1.0); fragColor = col; fragTexCoord = texCoord; }