#version 450 layout(binding = 0) uniform UniformBufferObject { mat4 model; mat4 view; mat4 proj; } ubo; layout(location = 0) in vec3 inPosition; layout(location = 1) in vec4 inMaterialWeights; layout(location = 0) out vec3 fragPosition; layout(location = 1) out vec4 fragWeights; layout(location = 2) out vec2 fragUV; void main() { gl_Position = ubo.proj * ubo.view * ubo.model * vec4(inPosition, 1.0); fragPosition = inPosition; fragWeights = inMaterialWeights; fragUV = inPosition.xz * 0.1; }