#version 450 #extension GL_ARB_separate_shader_objects : enable layout(location = 0) in vec3 pos; layout(location = 5) in vec4 color; layout(location = 0) out VS_OUT { vec4 color; } vs_out; layout(set = 0, binding = 0) uniform NodeData { mat4 world; } node; void main() { // single point gl_Position = node.world * vec4(pos, 1); vs_out.color = color; }