#version 450 uniform Transform { mat4 transform; } block; layout(location = 0) in vec3 position; layout(location = 1) in vec4 color; layout(location = 2) out VertexOut { vec4 color; vec4 color2; } outputs; void main() { gl_Position = block.transform * vec4(position, 1.0); outputs.color = color; outputs.color2 = color + vec4(1.0); }