#version 450 layout (location = 0) in vec3 fragColor; layout (location = 0) out vec4 outColor; layout(set = 0, binding = 0) uniform GlobalUbo { mat4 projectionViewMatrix; vec3 directionToLight; } ubo; layout(push_constant) uniform Push { mat4 transform; mat4 normalMatrix; } push; void main() { outColor = vec4(fragColor, 1.0); }