#version 450
layout(location = 0) in vec3 inPos;
layout(location = 0) out vec3 vPos;
layout(set = 1, binding = 0) uniform UBO
{
mat4 ViewProjection;
} ubo;
void main()
vPos = inPos;
gl_Position = ubo.ViewProjection * vec4(inPos, 1.0);
}