layout(location = 0) in vec3 inPosition; layout(location = 1) in vec4 inColor; layout(location = 0) out vec3 outPosition; layout(location = 1) out vec4 outColor; layout(binding = 0) uniform UniformDebugData { mat4 projection, view, model; vec4 pickColor; } udd; out gl_PerVertex { vec4 gl_Position; }; void main() { gl_Position = udd.projection * udd.view * udd.model * vec4(inPosition, 1.0); outPosition = inPosition; outColor = inColor; }