#version 450 #extension GL_ARB_separate_shader_objects : enable layout(binding = 0, set = 0) uniform ObjectUniformData { mat4 view; mat4 projection; mat4 ortho_projection; float time; vec3 light_position; vec3 light_directional_rotation; vec3 camera_position; } ubo; layout(location = 0) in vec3 position; layout(location = 1) in vec2 uv; layout(location = 0) out vec2 tex_coords; out gl_PerVertex { vec4 gl_Position; }; void main() { float scale = 0.01; mat4 invert = mat4( scale, 0., 0., 0., 0., scale, 0., 0., 0., 0., scale, 0., 0., 0., 0., 1. ); // Vertex position in camera gl_Position = ubo.ortho_projection * vec4(position, 1.0); // Just interpolate UV coords, no transformation needed tex_coords = uv; }