#version 450 layout(binding = 0) uniform Uniforms { mat4 scene_from_model; mat4 projection_from_scene; } uniforms; layout(location = 0) in vec3 inPosition; layout(location = 1) in vec3 inColor; layout(location = 0) out vec3 fragColor; void main() { gl_Position = uniforms.projection_from_scene * uniforms.scene_from_model * vec4(inPosition, 1.0); fragColor = inColor; }