#version 460 layout(location = 0) in vec3 a_pos; layout(location = 1) in vec4 a_color; layout(location = 2) in vec3 a_normal; layout(location = 0) out vec4 v_color; layout(location = 1) out float depth; layout(location = 2) out vec3 v_normal_vs; // view-space normal layout(std140, set = 1, binding = 0) uniform UniformBlock { mat4 model; mat4 view; mat4 projection; mat4 inv_view; mat4 inv_projection; vec4 time_padded; vec4 cam_pos; }; void main() { vec4 view_pos = view * model * vec4(a_pos, 1.0); depth = -view_pos.z / 1000.0; gl_Position = projection * view_pos; v_color = a_color; // For uniform scale this shortcut is fine: mat3 normal_mat = mat3(transpose(inverse(view * model))); v_normal_vs = normalize(normal_mat * a_normal); }