#version 450 layout(location = 0) in vec3 inPosition; layout(location = 0) out vec3 outTexCoords; layout(set = 0, binding = 0) uniform ProjectionBuffer { mat4 proj; } uboProj; layout(set = 1, binding = 0) uniform ViewBuffer { mat4 view; } uboView; void main() { outTexCoords = inPosition; mat4 skyView = mat4(mat3(uboView.view)); vec4 pos = uboProj.proj * skyView * vec4(inPosition, 1.0); gl_Position = vec4(pos.xy, 0.0, pos.w); }