#version 460 layout(set = 1, binding = 0) uniform PerSceneParameters { mat4 u_worldToView; mat4 u_viewToClip; }; layout(set = 1, binding = 1) uniform PerModelParameters { mat4 u_modelToWorld; }; layout(location = 0) in vec3 i_position; layout(location = 1) in vec2 i_texCoord; layout(location = 0) out vec2 o_texCoord; void main() { gl_Position = u_viewToClip * u_worldToView * u_modelToWorld * vec4(i_position, 1.0); o_texCoord = i_texCoord; }