#version 440
layout(location = 0) in vec3 vPos;
layout(location = 1) in vec3 vColor;
layout(location = 0) out vec3 fragColor;
layout(set = 0, binding = 0) uniform CameraBuffer {
mat4 view;
mat4 proj;
vec4 pos;
} camera;
void main() {
gl_Position = camera.proj * camera.view * vec4(vPos, 1.0);
fragColor = vColor;
}