#version 450 layout(location=0) in vec3 a_position; layout(location=0) out vec3 v_color; layout(set=0, binding=0) uniform Camera { vec3 u_view_position; // unused mat4 u_view_proj; }; layout(set=1, binding=0) uniform Light { vec3 u_position; vec3 u_color; }; // Let's keep our light smaller than our other objects float scale = 0.25; void main() { vec3 v_position = a_position * scale + u_position; gl_Position = u_view_proj * vec4(v_position, 1); v_color = u_color; }