#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (binding = 0) uniform UBO{ vec3 color; } ubo; layout (location = 0) in vec4 o_color; layout (location = 0) out vec4 uFragColor; void main() { uFragColor = vec4(ubo.color, 1); }