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