#version 450 layout(location = 0) in vec3 pos; layout(binding = 0) uniform CameraUBO { mat4 projection; mat4 view; vec3 position; } camera_UBO; layout(set = 1, binding = 0) uniform ModelUBO { mat4 model; } model_UBO; void main() { gl_Position = camera_UBO.projection * camera_UBO.view * model_UBO.model * vec4(pos, 1.0); }