layout(location = 0) in vec3 inPosition; layout(std140, binding = 0) uniform UniformDebugData { mat4 projection, view, model; vec4 color; } debugData; out gl_PerVertex { vec4 gl_Position; }; void main() { gl_Position = debugData.projection * debugData.view * debugData.model * vec4(inPosition, 1.0); }