#version 450 layout(location = 0) in vec3 inPosition; layout(location = 1) in vec3 inNormal; layout(location = 0) out vec3 outNormal; layout(location = 1) out vec3 outFragPos; layout(push_constant) uniform PushConstant { mat4 mvp; }; void main() { gl_Position = mvp * vec4(inPosition, 1.0); outNormal = inNormal; outFragPos = inNormal; }