#version 450 layout(location = 0) in vec3 pos; layout(location = 1) in vec3 norm; layout(location = 2) in vec2 uv; layout(location = 3) in vec3 tangent; layout( push_constant ) uniform constants { mat4 view; } Camera; void main() { gl_Position = Camera.view * vec4(pos * 0.05, 1.0); }