#version 450 core layout(location = 0) in vec3 Vertex; layout(location = 1) in vec3 Normal; layout(push_constant) uniform MatrixConstants { mat4 projection; mat4 modelview; mat4 mvp; mat3 normal; }matrix; 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)*matrix.mvp; }