#version 450 layout( push_constant ) uniform constants { uint lightCount; } PushConstants; layout(set = 1, binding = 0) uniform CameraParam { mat4 projection; mat4 view; } Camera; layout (location = 0) out vec2 outUV; layout(location = 1) out vec3 cameraPos; void main() { outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2); gl_Position = vec4(outUV * 2.0f - 1.0f, 0.0f, 1.0f); cameraPos = inverse(Camera.view)[3].xyz; }