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#version 450
#extension GL_ARB_separate_shader_objects : enable
layout(binding = 0) uniform UniformBufferObject {
mat4 model;
mat4 view;
mat4 proj;
} ubo;
layout(location = 0) in vec3 inPosition;
layout(location = 1) in vec4 inColor;
layout(location = 2) in vec2 inTexCoord;
layout(location = 0) out vec4 fragColor;
layout(location = 1) out vec2 fragTexCoord;
out gl_PerVertex {
vec4 gl_Position;
};
void main() {
gl_Position = ubo.proj * ubo.view * ubo.model * vec4(inPosition, 1.0);
fragColor = inColor;
fragTexCoord = inTexCoord;
}
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