#version 450

layout(location = 0) in vec3 inPos;
layout(location = 1) in vec2 inTexCoord;
layout(location = 2) in vec4 inColor;

layout(location = 0) out vec2 outTexCoord;
layout(location = 1) out vec4 outColor;

layout(binding = 0, set = 2) uniform UBO
{
	mat4 ViewProjection;
} ubo;

void main()
{
	gl_Position = ubo.ViewProjection * vec4(inPos, 1.0);
	outTexCoord = inTexCoord;
	outColor = inColor;
}
