#version 450
layout(set = 0, binding = 0) uniform Globals {
mat4 ortho;
mat4 transform;
} global;
layout(location = 0) in vec3 position;
layout(location = 1) in vec4 color;
layout(location = 0) out vec4 f_color;
void main() {
f_color = color;
gl_Position = global.ortho * global.transform * vec4(position, 1.0);
}