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#version 450
#ifdef VERTEX
layout (location = 0) in vec3 in_position;
layout (location = 1) in vec3 in_color;
layout (location = 0) out vec4 out_color;
layout (set = 1, binding = 0) uniform UBO
{
mat4x4 modelViewProj;
};
void main()
{
out_color = vec4(in_color, 1.0);
gl_Position = modelViewProj * vec4(in_position, 1.0);
}
#else
layout (location = 0) in vec4 in_color;
layout (location = 0) out vec4 out_color;
void main()
{
out_color = in_color;
}
#endif
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