#version 450 layout(location = 0) in vec3 Vertex_Position; layout(set = 0, binding = 0) uniform CameraViewProj { mat4 ViewProj; }; layout(set = 1, binding = 0) uniform Transform { mat4 Model; }; void main() { vec3 v_Position = (Model * vec4(Vertex_Position, 1.0)).xyz; gl_Position = ViewProj * vec4(v_Position, 1.0); }