#version 450 layout (location = 0) in vec3 inPos; layout(push_constant) uniform PushConsts { layout (offset = 0) mat4 mvp; } pushConsts; layout (location = 0) out vec3 outUVW; out gl_PerVertex { vec4 gl_Position; }; void main() { outUVW = inPos; gl_Position = pushConsts.mvp * vec4(inPos.xyz, 1.0); }