#version 450 layout(location = 0) in vec4 aPosition; layout(location = 1) in vec2 aTexCoord; layout(set = 1, binding = 0, std140) uniform MatrixBuffer { mat4 gProjectionMatrix; mat4 gViewMatrix; mat4 gModelMatrix; }; layout(location = 0) out vec2 vTexCoord; void main() { vec4 positionWS = gModelMatrix * aPosition; vec4 positionVS = gViewMatrix * positionWS; gl_Position = gProjectionMatrix * positionVS; vTexCoord = aTexCoord; }