#version 460 // Reference-grid / axis lines: per-vertex colour, transformed by the MVP. layout(location = 0) in vec3 inPos; layout(location = 1) in vec3 inColor; layout(push_constant) uniform PC { mat4 mvp; } pc; layout(location = 0) out vec3 vColor; void main() { vColor = inColor; gl_Position = pc.mvp * vec4(inPos, 1.0); }