#version 450 layout(binding = 0) uniform UniformBufferObject { mat4 model; mat4 view; mat4 proj; } ubo; layout(location = 0) in vec3 inPosition; layout(location = 1) in vec3 inColor; layout(location = 2) in vec2 inTexCoord; layout(location = 3) in vec3 inNormal; layout(location = 0) out vec3 fragColor; layout(location = 1) out vec2 fragTexCoord; layout(location = 2) out vec3 fragNormal; layout(location = 3) out vec3 fragWorldPos; void main() { vec4 worldPos = ubo.model * vec4(inPosition, 1.0); gl_Position = ubo.proj * ubo.view * worldPos; // Transform normal to world space fragNormal = mat3(transpose(inverse(ubo.model))) * inNormal; fragWorldPos = worldPos.xyz; fragColor = inColor; fragTexCoord = inTexCoord; }