#version 430 layout( binding = 0) uniform Matrices { mat4 model; mat4 view; mat4 proj; } ubo; uniform mat4 model; uniform mat4 view; uniform mat4 projection; layout(location = 0) in vec3 inPosition; layout(location = 1) in vec3 inNormal; layout(location = 2) in vec2 inTexCoords; layout(location = 0) out vec3 fragColor; layout(location = 1) out vec2 fragTexCoord; void main() { // gl_Position = ubo.proj * ubo.view * ubo.model * vec4(inPosition, 1.0); gl_Position = projection * view * model * vec4(inPosition, 1.0); // gl_Position = vec4(inPosition, 1.0); fragColor = abs(inNormal); fragTexCoord = inTexCoords; }