#version 300 es
in vec3 Vertex_Position;
in vec3 Vertex_Normal;
in vec2 Vertex_Uv;
out vec2 v_Uv;
layout(std140) uniform CameraViewProj {
mat4 ViewProj;
};
layout(std140) uniform Transform { // set = 1, binding = 0
mat4 Object;
};
layout(std140) uniform Node_size { // set = 1, binding = 1
vec2 NodeSize;
};
void main() {
v_Uv = Vertex_Uv;
vec3 position = Vertex_Position * vec3(NodeSize, 0.0);
gl_Position = ViewProj * Object * vec4(position, 1.0);
}