#version 450 layout(set = 0, binding = 0) uniform PerFrame { mat4 view; mat4 projection; mat4 lightSpaceMatrix; vec4 lightDir; vec4 lightColor; vec4 ambientColor; vec4 viewPos; vec4 fogColor; vec4 fogParams; vec4 shadowParams; }; layout(location = 0) in vec3 aPos; layout(location = 1) in float aAlpha; layout(location = 2) in float aHeat; layout(location = 3) in float aHeight; layout(location = 0) out float vAlpha; layout(location = 1) out float vHeat; layout(location = 2) out float vHeight; void main() { vAlpha = aAlpha; vHeat = aHeat; vHeight = aHeight; gl_Position = projection * view * vec4(aPos, 1.0); }