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layout(binding = BUFFER_BINDING_VERTEX_BUFFER, std430) buffer BufWorldModelPos {
    layout(offset = OFFSET_WM_POSITION) float wm_positions[];
};

layout(binding = BUFFER_BINDING_VERTEX_BUFFER, std430) buffer BufWorldModelTex {
    layout(offset = OFFSET_WM_TEX_COORD) float wm_tex_coord[];
};

layout(binding = BUFFER_BINDING_VERTEX_BUFFER, std430) buffer BufWorldModelMaterial {
    layout(offset = OFFSET_WM_MATERIAL) uint wm_material[];
};