#version 450 layout(location = 0) in vec2 inPosition; layout(location = 1) in vec3 inColor; layout(location = 0) out vec3 fragColor; layout(binding = 0) uniform uniformBufferObject{ mat4 model; mat4 view; mat4 proj; }ubo; void main(){ gl_Position = ubo.proj * ubo.view * ubo.model * vec4(inPosition,0.0,1.0); fragColor = inColor; }