#version 450 layout(location = 0) in vec3 inPosition; layout(location = 1) in vec3 inColor; layout(location = 0) out vec3 fragColor; layout(set = 0, binding = 0) uniform UniformBufferObject { mat4 mvp; } ubo; void main() { gl_Position = ubo.mvp * vec4(inPosition, 1.0); fragColor = inColor; }