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