#version 450 layout (set = 0, binding = 0) uniform Matrices { mat4 Projection3d; mat4 View; mat4 Sky; mat4 Projection2d; }; layout (push_constant) uniform PushConstants { mat4 Model; float blend; }; layout (location = 0) in vec4 vertexa; layout (location = 1) in vec3 normala; layout (location = 2) in vec4 vertexb; layout (location = 3) in vec3 normalb; layout (location = 4) in vec2 uv; layout (location = 0) out vec2 st; layout (location = 1) out vec4 position; layout (location = 2) out vec3 normal; void main (void) { vec4 vertex; vec3 norm; vec4 pos; vertex = mix (vertexa, vertexb, blend); norm = mix (normala, normalb, blend); pos = (Model * vertex); gl_Position = Projection3d * (View * pos); position = pos; normal = mat3 (Model) * norm; st = uv; }