#version 450 layout(binding = 0, std140) uniform UBO { mat4 projection; mat4 model; float lodBias; } ubo; layout(location = 0) in vec3 inPos; layout(location = 1) in vec4 colors[3]; layout(location = 4) in vec3 inNormal; layout(location = 5) in mat4 inViewMat; layout(location = 0) out vec3 outPos; layout(location = 1) out vec3 outNormal; layout(location = 2) out mat4 outTransModel; layout(location = 6) out float outLodBias; layout(location = 7) out vec4 color; void write_deeper_in_function() { outTransModel[1][1] = ubo.lodBias; color = colors[2]; } void write_in_function() { outTransModel[2] = vec4(inNormal, 1.0); write_deeper_in_function(); } void main() { gl_Position = (ubo.projection * ubo.model) * vec4(inPos, 1.0); outPos = vec3((ubo.model * vec4(inPos, 1.0)).xyz); outNormal = mat3(vec3(ubo.model[0].x, ubo.model[0].y, ubo.model[0].z), vec3(ubo.model[1].x, ubo.model[1].y, ubo.model[1].z), vec3(ubo.model[2].x, ubo.model[2].y, ubo.model[2].z)) * inNormal; outLodBias = ubo.lodBias; outTransModel = transpose(ubo.model) * inViewMat; write_in_function(); }