#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(push_constant) uniform Push { float particleSize; } push; layout(location = 0) in vec3 aPos; void main() { gl_PointSize = push.particleSize; gl_Position = projection * view * vec4(aPos, 1.0); }