#version 450 layout (set = 0, binding = 0) uniform Matrices { mat4 Projection3d; mat4 View; mat4 Sky; mat4 Projection2d; }; layout (push_constant) uniform PushConstants { mat4 Model; }; layout (location = 0) in vec4 vertex; void main (void) { gl_Position = Projection3d * (View * (Model * vertex)); }