#version 450 core layout (location = 0) in vec3 position; layout (location = 1) in vec3 colour; layout (binding = 0) uniform SceneUniformBufferObject { mat4 proj; mat4 view; mat4 unused0; mat4 unused1; } ubo; // mat4 model; layout (location = 0) out vec3 vFragPos; layout (location = 1) out vec3 vColour; void main() { vFragPos = vec3(vec4(position, 1.0)); vColour = colour; gl_Position = ubo.proj * ubo.view * vec4(position, 1.0); }