#version 450 #extension GL_ARB_separate_shader_objects : enable layout(binding = 0) uniform ObjectUniformData { mat4 view; mat4 projection; float time; } ubo; layout(location = 0) in vec3 position; layout(location = 1) in vec2 uv; layout(location = 0) out vec2 tex_coords; layout(push_constant) uniform PushConstants { mat4 model; } push; out gl_PerVertex { vec4 gl_Position; }; void main() { gl_Position = ubo.projection * ubo.view * push.model * vec4(position, 1.0); tex_coords = uv; }