#version 450 layout(location = 0) in vec3 position; layout(location = 1) in vec3 normal; layout(location = 2) in vec3 tangent; layout(location = 3) in vec3 biTangent; layout(location = 4) in vec3 textureCoordinates; layout(location = 5) in vec4 color; layout(location = 1) out vec2 fragTextureCoordinates; layout(set = 0, binding = 0) uniform NodeData { mat4 world; } node; layout(set = 1, binding = 0) uniform CameraData { mat4 viewProjection; mat4 view; mat4 projection; vec4 camPos; } cam; void main() { gl_Position = cam.viewProjection * node.world * vec4(position, 1.0); fragTextureCoordinates.xy = textureCoordinates.xy; }