#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; } push; layout(location = 0) in vec3 aPosition; layout(location = 1) in vec3 aNormal; layout(location = 2) in vec2 aTexCoord; layout(location = 0) out vec3 FragPos; layout(location = 1) out vec3 Normal; layout(location = 2) out vec2 TexCoord; void main() { vec4 worldPos = push.model * vec4(aPosition, 1.0); FragPos = worldPos.xyz; Normal = mat3(push.model) * aNormal; TexCoord = aTexCoord; gl_Position = projection * view * worldPos; }