#version 420 core #include layout (location = 0) in vec3 v_pos; layout (std140, set = 1, binding = 0) uniform u_locals { vec4 w_pos; vec4 w_color; }; layout (location = 0) out vec4 f_color; void main() { f_color = w_color; gl_Position = all_mat * vec4((v_pos + w_pos.xyz) - focus_off.xyz, 1); }