#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 { mat4 model; vec4 celestialColor; // xyz = color, w = unused float intensity; float moonPhase; float animTime; } push; layout(location = 0) in vec3 aPos; layout(location = 1) in vec2 aTexCoord; layout(location = 0) out vec2 TexCoord; void main() { TexCoord = aTexCoord; // Sky object: remove camera translation so celestial bodies are at infinite distance mat4 rotView = mat4(mat3(view)); gl_Position = projection * rotView * push.model * vec4(aPos, 1.0); }