#version 460 core layout (location = 0) in vec3 aPos; layout (location = 1) in vec3 aNorm; layout (location = 2) in vec2 aTexCoord; layout (location = 0) out vec3 norm; layout (location = 1) out vec2 texCoord; layout (set = 0, binding = 0) uniform Matrices { mat4 view; mat4 proj; float time; vec3 cam_pos; vec3 cam_dir; vec4 frustum[6]; vec2 viewport; float tess_factor; float tess_edge_size; }; void main() { gl_Position = proj * view * vec4(aPos, 1.0); texCoord = aTexCoord; norm = aNorm; }