#version 450 layout(binding = 0) uniform UniformBufferObject { mat4 model; mat4 view; mat4 proj; } ubo; layout(location = 0) in vec3 in_position; layout(location = 1) in vec3 in_color; layout(location = 2) in vec2 in_text_coords; layout(location = 0) out vec3 frag_color; layout(location = 1) out vec2 frag_text_coords; void main() { gl_Position = ubo.proj * ubo.view * ubo.model * vec4(in_position, 1.0); frag_color = in_color; frag_text_coords = in_text_coords; }