#version 450 layout(location = 0) in vec3 in_position; layout(location = 1) in vec3 in_color; layout(location = 2) in vec2 in_uv; layout(location = 3) in vec3 in_normal; layout(location = 4) in vec3 in_tangent; layout(location = 5) in vec3 in_bitangent; layout(binding = 0) uniform CameraUBO { mat4 projection; mat4 view; vec3 position; } camera_UBO; layout(set = 1, binding = 0) uniform ModelUBO { mat4 model; } model_UBO; layout(location = 0) out vec3 out_color; layout(location = 1) out vec2 out_uv; layout(location = 2) out vec3 out_normal; layout(location = 3) out vec3 out_pos; layout(location = 4) out vec3 out_tangent; layout(location = 5) out vec3 out_bitangent; void main() { gl_Position = camera_UBO.projection * camera_UBO.view * model_UBO.model * vec4(in_position, 1.0); out_pos = in_position; out_color = in_color; out_uv = in_uv; out_normal = in_normal; }