#version 450 layout (set = 0, binding = 0) uniform CameraBuffer { mat4 mat; } cam; layout (location = 0) in vec4 a_pos; layout (location = 1) in vec3 a_color; layout (location = 0) out vec3 v_color; void main() { gl_Position = a_pos * cam.mat; v_color = a_color; }