layout (location = 0) in vec3 a_pos; layout (location = 1) in vec3 a_normal; layout (location = 2) in vec2 a_texCoords; layout (location = 0) out vec3 v_normal; layout (location = 1) out vec2 v_texCoords; layout (binding = 0) uniform UBO { mat4 u_transform; mat4 u_normalTransform; vec4 u_color; vec2 u_texCoordFlipping; }; void main() { vec4 position = u_transform * vec4(a_pos, 1.0); v_normal = normalize((u_normalTransform * vec4(a_normal, 0.0)).xyz); v_texCoords = mix(a_texCoords, 1.0 - a_texCoords, u_texCoordFlipping); gl_Position = position; #ifdef VULKAN gl_Position.y = -gl_Position.y; gl_Position.z = (gl_Position.z + gl_Position.w) * 0.5; #endif }