#version 450 // Per vertex; locations match Mesh::getAttributeDescriptions(). layout (location = 0) in vec3 position; layout (location = 3) in vec4 color; layout (location = 0) out vec4 fragColor; layout (push_constant) uniform Push { mat4 transform; vec4 color; } push; void main() { gl_Position = push.transform * vec4(position, 1.0); fragColor = color; }