#version 450 layout(location = 0) in vec3 position; layout(location = 1) in vec3 color; layout(location = 3) in vec2 tex_coords; layout(location = 0) out vec2 tex_coord; layout(set = 0, binding = 0) uniform UniformBufferObject { mat4x4 projection; } view; void main() { gl_Position = view.projection * vec4(position, 1.0); tex_coord = tex_coords; // gl_Position // out_color = color; }