#version 450 layout (location = 0) in vec3 inPos; layout (location = 1) in vec2 inUv; layout (location = 2) in vec3 inNormal; layout (location = 3) in uint inColor; layout( push_constant ) uniform PushBlock { uint pass; } PushConstant; struct Matrices { mat4 model; mat4 view[2]; mat4 projection[2]; }; layout (binding = 0) uniform UBO { Matrices matrices; vec4 color; } ubo; layout (location = 0) out vec2 outUv; layout (location = 1) out vec3 outPositionEye; layout (location = 2) out vec3 outNormalEye; layout (location = 3) out vec4 outColor; out gl_PerVertex { vec4 gl_Position; }; void main() { outUv = inUv; outPositionEye = vec3(ubo.matrices.view[PushConstant.pass] * ubo.matrices.model * vec4(inPos.xyz, 1.0)); outNormalEye = vec3(ubo.matrices.view[PushConstant.pass] * ubo.matrices.model * vec4(inNormal.xyz, 0.0)); // outColor = ubo.color; outColor.a = (inColor >> 24u) & 0xFF; outColor.b = (inColor >> 16u) & 0xFF; outColor.g = (inColor >> 8u) & 0xFF; outColor.r = (inColor ) & 0xFF; outColor.rgb /= 256.0; outColor.a = 0.5; gl_Position = ubo.matrices.projection[PushConstant.pass] * ubo.matrices.view[PushConstant.pass] * ubo.matrices.model * vec4(inPos.xyz, 1.0); }