#version 450 layout(set=0,binding=0) uniform UBO { mat4 mvp; vec4 color; } ubo; layout(location=0) in vec3 aPos; layout(location=1) in vec2 aTexture0; layout(location=2) in vec2 aLightmapUV; layout(location=0) out vec3 vPos; layout(location=1) out vec2 vTexture0; layout(location=2) out vec2 vLightmapUV; layout(location=3) out vec4 vColor; void main() { vPos = aPos.xyz; vTexture0 = aTexture0; vLightmapUV = aLightmapUV; vColor = ubo.color; gl_Position = ubo.mvp * vec4(aPos.xyz, 1.); }