#version 450 #extension GL_ARB_separate_shader_objects : enable layout(location = 0) in vec3 in_position; layout(set = 0, binding = 0) uniform global_object_uniform { mat4 projection; mat4 view; } global_ubo; void main() { gl_Position = global_ubo.projection * global_ubo.view * vec4(in_position, 1.0); }