#version 450 layout (location = 0) in vec3 inPos; layout (location = 1) in vec3 inNormal; layout (location = 2) in vec2 inUV; layout (location = 3) in vec3 inColor; layout (location = 4) in vec3 inTangent; layout (set = 0, binding = 0) uniform UBOScene { mat4 projection; mat4 view; vec4 lightPos; vec4 viewPos; vec4 bFlagSet; } uboScene; layout(std430, set = 6, binding = 0) readonly buffer nodeMatrices { mat4 nodeMat[]; }; layout (location = 0) out vec3 outNormal; layout (location = 1) out vec3 outWorldPos; layout (location = 2) out vec2 outUV; layout (location = 3) out vec3 outTangent; void main() { int nodeId = int(inColor.z); mat4 mat = nodeMat[nodeId]; outNormal = inNormal; outUV = inUV; outTangent = inTangent; outWorldPos = vec3(mat * vec4(inPos, 1.0)); outNormal = transpose(inverse(mat3(mat))) * inNormal; gl_Position = uboScene.projection * uboScene.view * mat * vec4(inPos.xyz, 1.0); }