#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (location = 0) in vec3 inPos; layout (location = 1) in vec3 inNormals; layout (location = 2) in vec2 inTexCoord; layout (binding = 0) uniform UBO { mat4 projectionMatrix; mat4 modelMatrix; mat4 viewMatrix; } ubo; layout (location = 0) out vec3 outNormal; layout (location = 1) out vec2 outTexCoords; out gl_PerVertex { vec4 gl_Position; }; void main() { outNormal = inNormals; outTexCoords = inTexCoord; gl_Position = ubo.projectionMatrix * ubo.viewMatrix * ubo.modelMatrix * vec4(inPos, 1.0); gl_Position.y = -gl_Position.y; }