#version 450 layout(binding = 0) uniform UniformBufferObject { mat4 model; mat4 view; mat4 proj; vec2 resolution; } ubo; layout(location = 0) in vec2 inPosition; layout(location = 1) in vec3 inColor; layout(location = 0) out vec3 fragColor; layout(location = 1) out vec2 fragPos; void main() { //gl_Position = ubo.proj * ubo.view * ubo.model * vec4(inPosition * 2, 0.0, 1.0); gl_Position = vec4(inPosition * 2, 0.0, 1.0); fragColor = inColor; fragPos = inPosition; }