Index: shaders/model.frag
===================================================================
--- shaders/model.frag	(revision aa7e5f02d65eda57e6410dbfc26d5ef3e252bcc6)
+++ shaders/model.frag	(revision aa7e5f02d65eda57e6410dbfc26d5ef3e252bcc6)
@@ -0,0 +1,13 @@
+#version 450
+#extension GL_ARB_separate_shader_objects : enable
+
+layout(binding = 2) uniform sampler2D texSampler;
+
+layout(location = 0) in vec3 fragColor;
+layout(location = 1) in vec2 fragTexCoord;
+
+layout(location = 0) out vec4 outColor;
+
+void main() {
+   outColor = vec4(fragColor * texture(texSampler, fragTexCoord).rgb, 1.0);
+}
Index: shaders/model.vert
===================================================================
--- shaders/model.vert	(revision aa7e5f02d65eda57e6410dbfc26d5ef3e252bcc6)
+++ shaders/model.vert	(revision aa7e5f02d65eda57e6410dbfc26d5ef3e252bcc6)
@@ -0,0 +1,30 @@
+#version 450
+#extension GL_ARB_separate_shader_objects : enable
+
+struct Object {
+   mat4 model;
+};
+
+layout (binding = 0) uniform UniformBufferObject {
+   mat4 view;
+   mat4 proj;
+} ubo;
+
+layout(binding = 1) readonly buffer StorageBufferObject {
+   Object objects[];
+} sbo;
+
+layout(location = 0) in vec3 inPosition;
+layout(location = 1) in vec3 inColor;
+layout(location = 2) in vec2 inTexCoord;
+layout(location = 3) in uint obj_index;
+
+layout(location = 0) out vec3 fragColor;
+layout(location = 1) out vec2 fragTexCoord;
+
+void main() {
+   fragColor = inColor;
+   fragTexCoord = inTexCoord;
+
+   gl_Position = ubo.proj * ubo.view * sbo.objects[obj_index].model * vec4(inPosition, 1.0);
+}
Index: shaders/scene.frag
===================================================================
--- shaders/scene.frag	(revision 4a9416a988cc9dbc7460f1c5db43de22e12258e7)
+++ 	(revision )
@@ -1,13 +1,0 @@
-#version 450
-#extension GL_ARB_separate_shader_objects : enable
-
-layout(binding = 2) uniform sampler2D texSampler;
-
-layout(location = 0) in vec3 fragColor;
-layout(location = 1) in vec2 fragTexCoord;
-
-layout(location = 0) out vec4 outColor;
-
-void main() {
-   outColor = vec4(fragColor * texture(texSampler, fragTexCoord).rgb, 1.0);
-}
Index: shaders/scene.vert
===================================================================
--- shaders/scene.vert	(revision 4a9416a988cc9dbc7460f1c5db43de22e12258e7)
+++ 	(revision )
@@ -1,30 +1,0 @@
-#version 450
-#extension GL_ARB_separate_shader_objects : enable
-
-struct Object {
-   mat4 model;
-};
-
-layout (binding = 0) uniform UniformBufferObject {
-   mat4 view;
-   mat4 proj;
-} ubo;
-
-layout(binding = 1) readonly buffer StorageBufferObject {
-   Object objects[];
-} sbo;
-
-layout(location = 0) in vec3 inPosition;
-layout(location = 1) in vec3 inColor;
-layout(location = 2) in vec2 inTexCoord;
-layout(location = 3) in uint obj_index;
-
-layout(location = 0) out vec3 fragColor;
-layout(location = 1) out vec2 fragTexCoord;
-
-void main() {
-   fragColor = inColor;
-   fragTexCoord = inTexCoord;
-
-   gl_Position = ubo.proj * ubo.view * sbo.objects[obj_index].model * vec4(inPosition, 1.0);
-}
