#version 460 core #extension GL_ARB_bindless_texture : require layout(binding = 0) uniform uniform_per_frame { mat4 view; mat4 proj; vec3 viewer_pos; uint light_count; } ubo_per_frame; layout(std430, binding = 1) readonly buffer positions_buffer { mat4 model_matrix[]; }; layout (location = 0) in vec3 inPos; //12 bytes : 0 layout (location = 1) in vec2 inUV; //8 Bytes : 12 layout (location = 2) in uvec3 inChunkID; //12 Bytes : 20 layout (location = 3) in vec3 inNormal; //8 Bytes : 12 layout (location = 4) in vec3 inBiTangent; layout (location = 5) in vec3 inTangent; layout(location=0) out VS_OUT { vec2 vsUV; }vs_out; void main() { mat4 view = ubo_per_frame.view; mat4 proj = ubo_per_frame.proj; gl_Position = proj * view * vec4(inPos, 1.0); vs_out.vsUV = inUV; }