#version 450 layout (set = 0, binding = 0) uniform Matrices { mat4 Projection; mat4 View; mat4 Sky; }; layout (push_constant) uniform PushConstants { mat4 Model; }; layout (location = 0) in vec4 vertex; layout (location = 1) in vec4 tl_uv; layout (location = 0) out vec4 tl_st; layout (location = 1) out vec3 direction; void main (void) { gl_Position = Projection * (View * (Model * vertex)); direction = (Sky * vertex).xyz; tl_st = tl_uv; }