#version 450
layout(location = 0) in vec3 position;
layout(location = 1) in vec4 color;
layout(push_constant) uniform PushConstantData {
mat4 MVP;
} pc;
layout(location = 0) out vec4 out_color;
void main() {
gl_Position = pc.MVP * vec4(position, 1.0);
out_color = color;
}