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