#version 450 #pragma shader_stage(vertex) layout (constant_id = 0) const uint PASSES = 6; layout (location = 0) in vec3 inPos; layout (location = 1) in vec2 inUv; layout (location = 2) in vec3 inNormal; layout( push_constant ) uniform PushBlock { uint pass; uint draw; } PushConstant; struct Matrices { mat4 model; mat4 view[PASSES]; mat4 projection[PASSES]; }; layout (binding = 0) uniform UBO { Matrices matrices; vec4 color; } ubo; layout (location = 0) out vec2 outUv; layout (location = 1) out vec4 outColor; layout (location = 2) out vec3 outNormal; layout (location = 3) out vec3 outPosition; out gl_PerVertex { vec4 gl_Position; }; void main() { outUv = inUv; outColor = ubo.color; outPosition = vec3(ubo.matrices.view[PushConstant.pass] * ubo.matrices.model * vec4(inPos.xyz, 1.0)); outNormal = vec3(ubo.matrices.view[PushConstant.pass] * ubo.matrices.model * vec4(inNormal.xyz, 0.0)); outNormal = normalize(outNormal); gl_Position = ubo.matrices.projection[PushConstant.pass] * ubo.matrices.view[PushConstant.pass] * ubo.matrices.model * vec4(inPos.xyz, 1.0); }