#version 450 layout (location = 0) in vec3 vPosition; layout (location = 1) in vec3 vNormal; layout (location = 2) in vec4 vColor; layout (location = 0) out vec4 outColor; //push constants block layout( push_constant ) uniform constants { vec4 data; mat4 render_matrix; } PushConstants; void main() { gl_Position = PushConstants.render_matrix * vec4(vPosition, 1.0f); outColor = vColor; }