#version 450 #extension GL_ARB_separate_shader_objects : enable layout(location = 0) in vec3 position; layout(location = 0) out vec3 pos; layout(push_constant) uniform PushConstants { float time; mat4 model; mat4 view; mat4 projection; } push; void main() { gl_Position = push.projection * push.view * push.model * vec4(position, 1.0); pos = gl_Position.xyz; }