#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 = 0) out vec3 vWorldDir; void main() { vWorldDir = aPos; mat4 rotView = mat4(mat3(view)); vec4 pos = projection * rotView * vec4(aPos, 1.0); gl_Position = pos.xyww; }