#version 450 #extension GL_ARB_separate_shader_objects : enable layout(location = 0) in vec3 inVertex; layout(location = 0) out vec4 color; layout(push_constant) uniform PushConstant { mat4 vpMatrix; } pc; layout(binding = 0) uniform UniformBufferObject { mat4 model; } ubo; out gl_PerVertex { vec4 gl_Position; }; void main() { gl_Position = pc.vpMatrix * ubo.model * vec4(inVertex, 1.0); color = vec4(0.0, 0.0, 0.0, 0.5); }