layout (location = 0) in vec3 vertexPosition;
layout (std140) uniform Uniforms {
mat4 worldViewProjection;
mat4 invViewProj;
mat4 invWorldDecal;
vec2 resolution;
vec4 color;
uint layerIndex;
};
out vec4 clipSpacePosition;
void main()
{
gl_Position = worldViewProjection * vec4(vertexPosition, 1.0);
clipSpacePosition = gl_Position;
}