#version 450
layout(location = 0) in vec3 Vertex_Position;
layout(location = 1) in vec3 Vertex_Normal;
layout(location = 2) in vec2 Vertex_Uv;
layout(location = 0) out vec3 v_Pos;
layout(set = 0, binding = 0) uniform CameraViewProj {
mat4 ViewProj;
mat4 InverseView;
mat4 Projection;
vec3 WorldPosition;
float near;
float far;
float width;
float height;
};
layout(set = 2, binding = 0) uniform Mesh {
mat4 Model;
mat4 InverseTransposeModel;
uint flags;
};
void main() {
v_Pos = Vertex_Position;
gl_Position = ViewProj * Model * vec4(Vertex_Position, 1.0);
}