#version 450 layout(binding = 0) uniform UniformBufferObject { mat4 model; mat4 view; mat4 proj; vec2 resolution; float time; float dt; } ubo; layout(location = 0) in vec3 inPosition; layout(location = 1) in vec3 inColor; layout(location = 2) in vec2 inTexCoord; layout(location = 0) out vec3 fragColor; layout(location = 1) out vec2 fragTexCoord; void main() { gl_Position = ubo.proj * ubo.view * ubo.model * vec4(inPosition, 1.0); //gl_Position = vec4(inPosition * 2, 1.0); gl_PointSize = 1.5f; fragColor = inColor; fragTexCoord = inTexCoord; }