#version 450 layout(location = 0) in vec3 pos; layout(location = 1) in vec3 norm; layout(set = 0, binding = 0) uniform Camera { mat4 proj; mat4 view; } cam; layout( push_constant ) uniform constants { mat4 transform; } PushConstants; void main() { // vec3 bitangent = cross(norm, tangent.xyz) * tangent.w; // outTBN = mat3(tangent.xyz, bitangent, norm); // // outPos = pos.xyz * 0.05; // outNormal = norm.xyz; // outUV = uv; gl_Position = cam.proj * cam.view * PushConstants.transform * vec4(pos, 1.0); }