#version 410 core
uniform mat4 projection;
layout(location = 0) in vec3 in_position;
layout(location = 1) in vec2 in_uv;
out vec2 uv;
out vec4 debug_color;
void
main() {
uv = in_uv;
gl_Position = projection * (vec4(in_position, 1.0));
float z = in_position.z;
debug_color = vec4(z, z, z, 1.0);
}