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