#version 450 core layout(location = 0) in vec3 Vertex; layout(location = 1) in vec3 Color; layout(binding = 0) uniform SunLightConfig { vec4 color; vec4 direction; } sun; layout(push_constant) uniform Consts { mat4 projection; mat4 modelview; mat4 mvp; mat3 normal; } matrix; layout(location = 0) out vec4 FragmentColor; void main() { FragmentColor=vec4(Color,1.0); gl_Position=vec4(Vertex,1.0)*world.mvp; }