#version 450 layout(location = 0) in vec3 vertPos; layout (binding = 0) uniform ProjUniform { mat4 proj; } proj; layout (binding = 1) uniform ViewUniform { mat4 view; } view; void main() { vec4 out_vec = proj.proj * view.view * vec4(vertPos, 1.0); //vec4 out_vec = proj.proj * vec4(vertPos, 1.0); gl_Position = vec4(out_vec.x, out_vec.y, out_vec.z, out_vec.w); }