#version 450 layout(location = 0) in vec3 Vertex_Position; layout(location = 1) in vec2 Vertex_Uv; layout(location = 0) out vec2 v_Uv; layout(set = 0, binding = 0) uniform View { mat4 ViewProj; vec4 ViewWorldPosition; // vec3 ViewWorldPosition; }; void vertex() { v_Uv = Vertex_Uv; gl_Position = ViewProj * vec4(Vertex_Position, 1.0); }