#version 450 #extension GL_ARB_separate_shader_objects : enable layout(binding = 0) uniform Global { mat4 view; mat4 proj; } global; layout(binding = 1) uniform Transform { mat4 model; } transform; layout(location = 0) in vec2 inPosition; layout(location = 1) in vec3 inColor; layout(location = 0) out vec3 fragColor; void main() { gl_Position = global.proj * global.view * transform.model * vec4(inPosition, 0.0, 1.0); fragColor = inColor; }