#version 450 #include "common.glsl" layout(location = 0) in vec3 input_position; layout(location = 1) in vec2 input_uv; layout(location = 0) out vec2 vertex_uv; layout(push_constant) uniform Model { mat4 transformation; } model; void main() { gl_Position = camera.projection * camera.view * model.transformation * vec4(input_position, 1.0); vertex_uv = input_uv; }