#version 460 core layout(location = 0) in vec3 inPosition; layout(location = 1) in vec3 inNormal; layout(location = 2) in vec2 inUV; layout(location = 0) out vec3 outFragPos; layout(location = 1) out vec3 outNormal; layout(location = 2) out vec2 outUV; layout(push_constant) uniform PushConstants { mat4 mvp; } pushConstants; void main() { gl_Position = pushConstants.mvp * vec4(inPosition, 1.0); outFragPos = inPosition; outNormal = inNormal; outUV = inUV; }