#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 position; layout (location = 1) in vec4 velocity; layout (location = 2) in vec4 color; layout (location = 3) in vec4 ramp; layout (location = 0) out vec4 o_velocity; layout (location = 1) out vec4 o_color; layout (location = 2) out vec4 o_ramp; void main (void) { // geometry shader will take care of Projection and View gl_Position = Model * position; o_velocity = Model * velocity; o_color = color; o_ramp = ramp; }