#version 460 #extension GL_GOOGLE_include_directive : require #extension GL_EXT_buffer_reference : require #extension GL_EXT_scalar_block_layout : require #include "vertex.glsl" layout (push_constant, scalar) uniform constants { mat4 modelToLightClip; VertexBuffer vertexBuffer; } pcs; void main() { Vertex v = pcs.vertexBuffer.vertices[gl_VertexIndex]; gl_Position = pcs.modelToLightClip * vec4(v.position, 1.0f); }