#version 450 #extension GL_ARB_separate_shader_objects : enable layout(location = 0) in vec3 inVertex; layout(location = 1) in vec2 inTexCoord; layout(push_constant) uniform PushConstant { mat4 mvpMatrix; } pc; layout(set = 1, binding = 0) uniform UniformBufferObject { vec4 color; } ubo; layout(location = 0) out vec2 texCoord; layout(location = 1) out vec4 color; layout(location = 2) out float aTreshold; out gl_PerVertex { vec4 gl_Position; }; void main() { gl_Position = pc.mvpMatrix * vec4(inVertex, 1.0); texCoord = inTexCoord; color = ubo.color; aTreshold = 0.0; }