#version 450 core layout(location = 0) in vec3 Vertex; layout(location = 1) in vec3 Normal; layout(binding = 0) uniform WorldConfig { mat4 mvp; } world; layout(push_constant) uniform SkyLightConsts { vec4 sun_color; vec4 sun_direction; } skylight; layout(location = 0) out vec4 FragmentColor; layout(location = 1) out vec3 FragmentNormal; void main() { FragmentColor=vec4(Color,1.0); FragmentNormal=Normal; gl_Position=vec4(Vertex,1.0)*world.mvp; }